[FINAL] Uptight Deathmatch release final
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Shane
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[FINAL] RE: Uptight Deathmatch version 12a
Created a quick hotfix
Map18's pillar detail was a bit confusing with the switch textures, so I swapped them to be lit up to identify them as only detail but I made one of them activate a lift to a teleporter, and made the teleporter behind the plasmagun lead to the outside while the new tele leads to the medikits.
Map18's pillar detail was a bit confusing with the switch textures, so I swapped them to be lit up to identify them as only detail but I made one of them activate a lift to a teleporter, and made the teleporter behind the plasmagun lead to the outside while the new tele leads to the medikits.
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Shane
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[FINAL] RE: Uptight Deathmatch version 12a
Attention Readers:
If you have played this wad before, I am in need of a little bit of feedback. I'm currently in the works of breaking down and improving previous maps, I'm using a note+sketch system to build the maps proper before I go into Doom Builder and theres a lot of changes I'm just too unsure about. I've done a complete overhaul of map01, I would like how everyone feels about that. Anyway, here's all the notes I have so far, also if you have a concern for a level not mentioned or wish to see a note changed let me know:
05 - make openings to scenery to enlarge the map (the map is bad already but every dm wad has their gigantic dm level, might as well trademark mine)
07 - add a small room/crevice on the ground around the plasmagun for better cover (07 seems to be a nice take on a classic style of mapping but I feel like the two areas are cut off by tiny entrances and exits, seems too simple to just stay in one side, I want to open up the two areas to eachother)
09 - Build a stairway from cave up to the other side of the bfg, the side thats not fenced (of course this would mean I would fence up that side as well, can't let the path be too useful, not sure what to put up there though)
12 - possibly build a second gauntlet outside map? (the map is pretty small, and the idea of a brit style map has successfully tired me, I want to add all new rooms and areas that go all the way around the map, making the bfg the center and less handy to use if everyones spread out)
Heres map1 after a few changes
[spoiler]
[/spoiler]
I opened the back up, the lift is now instant, a staircase leads up to the 'scenery tower' where theres a teleporter that leads back and forth from the bfg switch. It's not much but the map is still suppose to retain a duel experience and not so much a dm one.
If you have played this wad before, I am in need of a little bit of feedback. I'm currently in the works of breaking down and improving previous maps, I'm using a note+sketch system to build the maps proper before I go into Doom Builder and theres a lot of changes I'm just too unsure about. I've done a complete overhaul of map01, I would like how everyone feels about that. Anyway, here's all the notes I have so far, also if you have a concern for a level not mentioned or wish to see a note changed let me know:
05 - make openings to scenery to enlarge the map (the map is bad already but every dm wad has their gigantic dm level, might as well trademark mine)
07 - add a small room/crevice on the ground around the plasmagun for better cover (07 seems to be a nice take on a classic style of mapping but I feel like the two areas are cut off by tiny entrances and exits, seems too simple to just stay in one side, I want to open up the two areas to eachother)
09 - Build a stairway from cave up to the other side of the bfg, the side thats not fenced (of course this would mean I would fence up that side as well, can't let the path be too useful, not sure what to put up there though)
12 - possibly build a second gauntlet outside map? (the map is pretty small, and the idea of a brit style map has successfully tired me, I want to add all new rooms and areas that go all the way around the map, making the bfg the center and less handy to use if everyones spread out)
Heres map1 after a few changes
[spoiler]
[/spoiler]I opened the back up, the lift is now instant, a staircase leads up to the 'scenery tower' where theres a teleporter that leads back and forth from the bfg switch. It's not much but the map is still suppose to retain a duel experience and not so much a dm one.
- Combinebobnt
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[FINAL] RE: Uptight Deathmatch version 12a
So I guess you are enlarging alot of the maps to handle more players now?
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Shane
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[FINAL] RE: Uptight Deathmatch version 12a
Well a majority of the maps are way too small even for 4 way free for all, so in a way yes
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Shane
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[FINAL] RE: Uptight Deathmatch version 12a
So I made another minor fixed wad uuuuuuuuuuuh
In the end I decided to dump the ideas for 05 and 07, for 05 I just don't like the map and I didn't feel like fully diversifying it, maybe later when I feel the need to. As well as 07 simply because the tight mid is what dwango maps normally do, generally, so it's fine the way it is.
01, 09 and 12 however have all received a good amount of changes, 09 excluding though.
Map12 has now strayed away from brit style mapping, and is more open with a little more detail to make the map pleasing to the eyes.
01 just got doubled in size, and if you saw the original, it's not that much, however it's now a more acceptable dueling map.
I also added butt loads of new textures, straight off the gimp presses. And map32 got a new midi http://www.youtube.com/watch?v=wfcAvS4QbDg
EDIT: I also failed to mention that theres a crap ton more spawns now in map32, I'm not even sure if Zandro registers most of them but I hope now theres plenty of berserk packs to go around
In the end I decided to dump the ideas for 05 and 07, for 05 I just don't like the map and I didn't feel like fully diversifying it, maybe later when I feel the need to. As well as 07 simply because the tight mid is what dwango maps normally do, generally, so it's fine the way it is.
01, 09 and 12 however have all received a good amount of changes, 09 excluding though.
Map12 has now strayed away from brit style mapping, and is more open with a little more detail to make the map pleasing to the eyes.
01 just got doubled in size, and if you saw the original, it's not that much, however it's now a more acceptable dueling map.
I also added butt loads of new textures, straight off the gimp presses. And map32 got a new midi http://www.youtube.com/watch?v=wfcAvS4QbDg
EDIT: I also failed to mention that theres a crap ton more spawns now in map32, I'm not even sure if Zandro registers most of them but I hope now theres plenty of berserk packs to go around
Last edited by Shane on Tue Oct 01, 2013 9:43 am, edited 1 time in total.
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Shane
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[FINAL] RE: Uptight Deathmatch release candidate 1
So MXU decided they didn't have time to finish my deathmatch wad Ultimate-dm, so Decay suggested the idea of combining my two deathmatch wads or the best of the two wads and turn it into uptight ultimate deathmatch.
At the same time I also touched up a lot of the maps in both wads that had few issues to bring the best out of my maps. I also mixed in other mapper's work from ultimate-dm however I refused to touch any of them and will probably go around and ask for any possible edits from the authors.
But yeah I finally now have 32 maps in this wad besides map 25 because it was in development on uptight and I just moved it over to this compilation. Map 08 or ultdm08 will receive an overhaul, I'm going to remake the entire map but keep the general theme of the map.
I'm still accepting map submissions if anyone wants to make one still, I'll just take theirs and replace it with a lesser map!!!!
EDIT: just so everyone knows I am aware of the 2 'scaffolds' map in the wad, meaning I will actually have to create original content to fill in the now blank map slot
At the same time I also touched up a lot of the maps in both wads that had few issues to bring the best out of my maps. I also mixed in other mapper's work from ultimate-dm however I refused to touch any of them and will probably go around and ask for any possible edits from the authors.
But yeah I finally now have 32 maps in this wad besides map 25 because it was in development on uptight and I just moved it over to this compilation. Map 08 or ultdm08 will receive an overhaul, I'm going to remake the entire map but keep the general theme of the map.
I'm still accepting map submissions if anyone wants to make one still, I'll just take theirs and replace it with a lesser map!!!!
EDIT: just so everyone knows I am aware of the 2 'scaffolds' map in the wad, meaning I will actually have to create original content to fill in the now blank map slot
Last edited by Shane on Sun Nov 10, 2013 9:55 am, edited 1 time in total.
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Shane
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[FINAL] RE: Uptight Deathmatch release candidate 1
just updated a new release candidate with a map that Alterzero had submitted for ultdm and now replaces one of the 'scaffolds' maps - uptdm14 (Tenementsalt) a remake of doom 2's map17
I also added spawns to uptdm25 just for the kicks until I detail it and build the layout, in the mean time you can have fun on a flat map
I also added spawns to uptdm25 just for the kicks until I detail it and build the layout, in the mean time you can have fun on a flat map
Last edited by Shane on Mon Nov 11, 2013 6:06 am, edited 1 time in total.
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Shane
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[FINAL] RE: Uptight Deathmatch release candidate 3
I got the release candidate 3 out now
all skies have been changed to their respective maps, uptdm25 and uptdm08 now exit inside the wad meaning there are now a complete set of 32 maps! yay \o/
Anyway, the only thing left to do now is to add exit rooms to all the maps that do not have exit rooms, and wait for Nautilus to make his map so I can replace the one map I really do not want in this wad.
Also as a side note, have you guys ever wanted to make a gold map? And by gold I mean golden, with all the textures colored in gold, well nows your chance sort of. I started a small side project inside the wad where I'll have a series of maps named 'GOLD', right now theres already a GOLD1 which is just ultimate dm's map08 copied and pasted but thats just for show. If anyone wants to make a gold specific map the opportunity is there, otherwise I'll just close up the wad after Naut's map and my work is done and call it complete for now.
all skies have been changed to their respective maps, uptdm25 and uptdm08 now exit inside the wad meaning there are now a complete set of 32 maps! yay \o/
Anyway, the only thing left to do now is to add exit rooms to all the maps that do not have exit rooms, and wait for Nautilus to make his map so I can replace the one map I really do not want in this wad.
Also as a side note, have you guys ever wanted to make a gold map? And by gold I mean golden, with all the textures colored in gold, well nows your chance sort of. I started a small side project inside the wad where I'll have a series of maps named 'GOLD', right now theres already a GOLD1 which is just ultimate dm's map08 copied and pasted but thats just for show. If anyone wants to make a gold specific map the opportunity is there, otherwise I'll just close up the wad after Naut's map and my work is done and call it complete for now.
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Shane
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[FINAL] Re: Uptight Deathmatch release final
oh yeah thanks watakid for helping me test for 6 hours last night, dear god I love you so much
- Combinebobnt
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Shane
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[FINAL] Re: Uptight Deathmatch release final
make me
besides this is the security checkpoint before it gets put on a plane and shipped for disapproval, I'm sure you guys can survive a few days without a few floating islands. Less complaining and more finding bugs for me to fix.
besides this is the security checkpoint before it gets put on a plane and shipped for disapproval, I'm sure you guys can survive a few days without a few floating islands. Less complaining and more finding bugs for me to fix.
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Shane
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[FINAL] Re: Uptight Deathmatch release final
Well in keeping with traditions of being the best mapper alive I have refused to give out this 100% completed wad for 3 months now simply because creating a zip folder was just sooooo hard. Uptightdm is finished but due to odamex compatibility my whole floating island idea for map31 was a no go so in actuality the uptightdmfinal is just as finished as this one.
http://www.mediafire.com/file/p9tuinu8v ... ightdm.zip
And now when I get around to writing that readme file and figuring out how doomworld's ftp system works again I'll go slap that bad boy on there as well.
Okay thanks.
http://www.mediafire.com/file/p9tuinu8v ... ightdm.zip
And now when I get around to writing that readme file and figuring out how doomworld's ftp system works again I'll go slap that bad boy on there as well.
Okay thanks.
[FINAL] Re: Uptight Deathmatch release final
Why not just finish your last map and make a note it wont work in oda?
- Combinebobnt
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[FINAL] Re: Uptight Deathmatch release final
marc it's already done too late
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Shane
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[FINAL] Re: Uptight Deathmatch release final
well it is finished, the floating islands are merely just visual details, they would float on the outside and bob up and down to make it seem like a castle in the sky, but it can work just fine without it so there is literally nothing lost or gained whether or not it is in


