GvH community mappack (Getting more maps)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Guardsoul
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GvH community mappack (Getting more maps)

#1

Post by Guardsoul » Sun Mar 02, 2014 3:55 pm

Hi there guys,

I have seen that there are people complaining about the map set (sometimes it was just with no sense at all, but there were players that were tired of playing the same maps again and again).

So here it is my idea, why dont we create our communtity mappack for this mod? It wont be anything too big (from 3 to 10 maps) and groundbreaking but at least something new to add to GvH.

Requirements will be the same as te ones that had been posted when Ivan and Catastrophe were looking for mappers:

[spoiler="Requirements]
  • Maps should be as detailed as Winter Haunting (GvH05).
  • Maps cannot be any larger than Castle Ghoulenstein (GvH09).
  • 3D floors may be used, but use it scarcely.
  • Custom textures are allowed as long as you provide the specific textures used.
  • Any music file can be used as long as it is reasonably sized.
  • Can be any theme, as long as it fits the project.
  • When lighting the maps, keep software users in mind.
[/spoiler]

Feel free to join the crew and help us to make this true.

Regards.
Last edited by Guardsoul on Fri Apr 04, 2014 7:48 am, edited 1 time in total.
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RE: GvH community mappack (looking for mappers)

#2

Post by CloudFlash » Sun Mar 02, 2014 8:49 pm

Hmmm, gvh community mappack...
...Maybe will put something, tho ain't sure.
https://i.imgflip.com/i5tpe.jpg
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RE: GvH community mappack (looking for mappers)

#3

Post by Konda » Sun Mar 02, 2014 9:51 pm

I like how the detail and size requirements use examples from other maps, instead of the traditional "moderately detailed, resonably sized".
Cloud Flash wrote:...Maybe will put something, tho ain't sure.
My thoughts exactly. Don't put your hopes in me though.

As for the number of maps, I think it's more motivating if we start from a small number (for an example 5 to 10) and then just raise the number of maps depending on the interest level. Way better than those people who come here for the first time and are like "yo megawad let's do this"

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RE: GvH community mappack (looking for mappers)

#4

Post by katZune » Sun Mar 02, 2014 10:10 pm

I would like to help but i'm busy right now with my school, maybe in one or two weeks i'll have time and I can make a map, but atm I can't say more
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: GvH community mappack (looking for mappers)

#5

Post by Kaminsky » Mon Mar 03, 2014 2:22 am

I'm interested in creating a map for this community map pack. It will take some time, however. I will at least provide some images soon.

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Guardsoul
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RE: GvH community mappack (looking for mappers)

#6

Post by Guardsoul » Mon Mar 03, 2014 6:26 am

Its good to see that there are people interested in this. Dont worry if you are too busy to create something at the moment, ideas also need to come to mind.
Konda wrote: I like how the detail and size requirements use examples from other maps, instead of the traditional "moderately detailed, resonably sized".
I put examples because "moderately detailed and resonably sized" can vary lot depending on the mapper and this way prevents this kind of situations.

And regarding to the number of maps, I will make 3 maps for now, lets see if time and motivation allow me to raise that number.
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RE: GvH community mappack (looking for mappers)

#7

Post by Lollipop » Mon Mar 03, 2014 6:48 am

I am too busy with school, specially since it is the latter half of the year, which means that the teachers give you more assignments :( (and I am going up to exam in either biology or social studies, meh)

I might get an idea or two, and if I do I will notify here if anyone got time and interest to realise them :)
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RE: GvH community mappack (looking for mappers)

#8

Post by CloudFlash » Tue Mar 04, 2014 9:38 am

Had some free time, decided to whip some stuff out.
Spoiler: It's so bright only because my pc is so bright, map has ~144 brightness (Open)
Image
-=-
Image
https://i.imgflip.com/i5tpe.jpg
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RE: GvH community mappack (looking for mappers)

#9

Post by Guardsoul » Tue Mar 04, 2014 11:57 am

Thats a nice start! See if you can do it as well as you did in your INVUX map :D
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RE: GvH community mappack (looking for mappers)

#10

Post by Cruduxy » Tue Mar 04, 2014 12:22 pm

That map doesn't look fun for jitterskull :P
edit : sorry just thought the bridges are part of playable area although am sure cyborgs will get up there.
Last edited by Cruduxy on Tue Mar 04, 2014 12:23 pm, edited 1 time in total.
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RE: GvH community mappack (looking for mappers)

#11

Post by Konda » Tue Mar 04, 2014 3:33 pm

You may want to provide a way for jitterskulls and impalers to climb up on top of those bridges wrapping the trees, otherwise cyborgs and witch hunters from LOD will be invincible... And yeah, that's not a bad start.
Last edited by Konda on Tue Mar 04, 2014 3:33 pm, edited 1 time in total.

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Guardsoul
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RE: GvH community mappack (looking for mappers)

#12

Post by Guardsoul » Wed Mar 05, 2014 5:43 pm

Alright guys, get ready for "Mysterious cove - GvH version"
Spoiler: Progress 25% (Open)
Image

Image
EDIT: Updated the images.
Last edited by Guardsoul on Thu Mar 06, 2014 9:32 am, edited 1 time in total.
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RE: GvH community mappack (looking for mappers)

#13

Post by CloudFlash » Thu Mar 06, 2014 6:49 pm

Okay, here is v1a of my map. If you have anything you want me to change, just say so.
http://www.mediafire.com/download/gu3ry ... gvhmap.wad
(I am aware that some things need to be changed, like skybox, music and spawns. I have no idea what sort of a sky would fit this map, my music tastes suck and I have no idea what doomednums do custom gvh spawners use (or whether they even use them, lol), so I just left them as they are. Ghouls' spawns are supposed to be on the left side, humans are on the right. If you guys have any ideas, I'd appreciate having them listed.[/size])
Also, map is in Zandronum UDMF format. If you guys have problem with that, it can be changed to something else, I guess.
Last edited by CloudFlash on Thu Mar 06, 2014 6:51 pm, edited 1 time in total.
https://i.imgflip.com/i5tpe.jpg
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RE: GvH community mappack (looking for mappers)

#14

Post by fr blood » Thu Mar 06, 2014 9:32 pm

Please guys don't forget about the balancement of the maps, I'm tired of people that are saying "ghoul" or "human" map everytimes.
Last edited by fr blood on Thu Mar 06, 2014 9:32 pm, edited 1 time in total.

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RE: GvH community mappack (looking for mappers)

#15

Post by KeeperOfWonderland » Fri Mar 07, 2014 7:12 am

I'm too start try make for GVH:LOD.
Screenshot from db2.
Spoiler: Humans spawn place. (Open)
Image
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RE: GvH community mappack (looking for mappers)

#16

Post by Guardsoul » Fri Mar 07, 2014 8:52 am

Looks nice!
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RE: GvH community mappack (looking for mappers)

#17

Post by Ivan » Fri Mar 07, 2014 11:28 am

Yay, Hexen 2 textures, everyone loves those! Finally they are put to some use.
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RE: GvH community mappack (looking for mappers)

#18

Post by Guardsoul » Sat Mar 08, 2014 1:30 pm

Good news guys! Mysterious cove now its finished!

About the map:
- Map number: GVH50
- Its quite big and well detailed (not as much as I wanted but I prefer not to deal with people complaining about the lag).
- Ghouls will spawn in the south cave
- Humans will spawn in the center of the map but inside the base
- There are a few paths connecting every place of the map.
- Its software friendly as usual
- Watch out for impalers!
Spoiler: Images (Open)
Image

Image

Image

Image

Image

Image

Image
Link: https://www.mediafire.com/?5ef48emde4ap91w

Feedback needed!
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RE: GvH community mappack (2 maps are done!)

#19

Post by KeeperOfWonderland » Sun Mar 09, 2014 9:38 am

Interesting concept with a height difference for gvh map. One note - creeper hard to jump across chasm. Need unilateral teleport for creeper from position 1 to position 2(look spoiler).
Spoiler: Example (Open)
Image
Last edited by KeeperOfWonderland on Sun Mar 09, 2014 10:33 am, edited 1 time in total.
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Guardsoul
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RE: GvH community mappack (2 maps are done!)

#20

Post by Guardsoul » Sun Mar 09, 2014 11:20 am

I will probably add a hidden teleport just for creepers (that classical small cave for them) and also increase the lift speed.
I dont care about how bad your maps are. Everything can be improved.
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