RE: Countergoat Initiative [Duels] - finalized!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Alfonzo
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RE: Countergoat Initiative [Duels] - finalized!

#1

Post by Alfonzo » Fri Oct 10, 2014 2:59 am

Crossposting from Doomworld Forums:

Team Countergoat Initiative (CGI) is a group of amateur and veteran duellists based somewhere in the Moroccan desert. Over the past year, the members of this illustrious initiative have created more than 32 duel maps to prepare for the inevitable war with the goats, who secretly plot to kill the president and destroy our way of life. CGI1 is the resulting pack, and the first major instalment in the Countergoat Initiative series. Download today!

>> Download << [FINAL]

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CGI1’s maps are boom format, but the duel32 style hub makes Zandronum the target port of choice. Odamex and ZDaemon are also viable choices, but we do not guarantee a bugless experience. Jumping is disallowed and most of the maps are balanced around respawning items. There may or may not (read: not) be goats.

Map01: Donut De-livers (MionicDonut)
Map02: Mixing Bowl (ClonedPickle)
Map03: High Fructose Corn Syruppuku (Jimmy)
Map04: Pier SR50 (Alfonzo)
Map05: Alfonzo Battles Genghis Kahn in Old Neo Tokyo (Tarnsman)
Map06: Whore Island (Alfonzo)
Map07: Thirteen Men All Backflipping Into a Shitstorm to Piss Off Alfonzo (Tarnsman)
Map08: Saskatoon (Rottking)
Map09: Jactory (Jmickle)
Map10: Tarnsman Digs a Hole to Guatemala (Jimmy)
Map11: Alfonzo’s Jungle Excursion: No Gaycaek’s Allowed (Tarnsman)
Map12: Alfonzo Battles the Golden Ninja Clan for Control of Mount Fuji (Tarnsman)
Map13: Goat to the Choppa (Jimmy)
Map14: Blunt Force Vasectomy (ClonedPickle)
Map15: Clusterfuck Processor (Marcaek)
Map16: Off The Rails (AD_79)
Map17: Sandpaper Blowjob (ClonedPickle)
Map18: Wilhelm Academy (Alfonzo)
Map19: Mambo Number 6 (MionicDonut)
Map20: Petersen Baekery (Marcaek)
Map21: Dyslexia Station (Jimmy)
Map22: Pepsi Blue (Marcaek)
Map23: UAC Ultra Quesadilla Explosion (MionicDonut)
Map24: The Toilet Store (MionicDonut)
Map25: Pot City (Megalyth)
Map26: Mr Tib’s Crib (Tib)
Map27: Redeemed Memories (ClonedPickle)
Map28: The Pipewall Doesn’t Stop (Rottking)
Map29: License to Stack (Alfonzo)
Map30: License to Stack 2: Crate Expectations (Alfonzo)
Map31: Angry Towers with Top Hats (Xaser)
Map32: Alfonzo’s Vacation in Peter Burns’ Nightmare Funhouse (Tarnsman)

HUB: Goat Bunker (Tarnsman)
SHOOT: Badass Baratus's Freaky Fucktangle (Baratus)
Last edited by Alfonzo on Fri Sep 11, 2015 5:17 am, edited 1 time in total.

mifu
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RE: Countergoat Initiative [Duels]

#2

Post by mifu » Fri Oct 10, 2014 3:02 am

Oh boy!

I'll host this when I get home
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IdeIdoom
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RE: Countergoat Initiative [Duels]

#3

Post by IdeIdoom » Fri Oct 10, 2014 4:37 am

Holy shit, a definite download! Great looking maps!
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

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President People
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RE: Countergoat Initiative [Duels]

#4

Post by President People » Fri Oct 10, 2014 7:30 am

Just scrolling to map07/map12 in the Offline Skirmish setup crashes Zandronum.
Last edited by President People on Fri Oct 10, 2014 7:30 am, edited 1 time in total.
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***MARATHON SKINS PACK V1.0.7***

I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.

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Ænima
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RE: Countergoat Initiative [Duels]

#5

Post by Ænima » Fri Oct 10, 2014 9:15 am

Wow, very SpaceDM-y.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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mr fiat
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RE: Countergoat Initiative [Duels]

#6

Post by mr fiat » Fri Oct 10, 2014 8:53 pm

drool...

but in all seriousness tho these look very impressive, too bad i'm not a duel player at all.

Kara Kurt
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RE: Countergoat Initiative [Duels]

#7

Post by Kara Kurt » Fri Oct 10, 2014 9:13 pm

Image

What map is that ?

Alfonzo
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RE: Countergoat Initiative [Duels]

#8

Post by Alfonzo » Fri Oct 10, 2014 9:21 pm

Kara Kurt wrote:What map is that ?
Xaser's 'Angry Towers with Top Hats', MAP16. It's as crazy to play as it looks and is probably the most peculiar map next to 'Funhouse', MAP23, but I love its unique take on providing movement and positioning... and throwing players off high rise buildings.

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RE: Countergoat Initiative [Duels]

#9

Post by Kara Kurt » Fri Oct 10, 2014 9:41 pm

I love most maps. I see some of the maps has less verticality, are these playable with OS settings?

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Marcaek
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RE: Countergoat Initiative [Duels]

#10

Post by Marcaek » Fri Oct 10, 2014 10:16 pm

They use typical OS settings except that item respawn is on and map23 needs compat_plasmabump disabled to work right because boom conveyors are fucked in zandro with it on for some reason. Some of them may play better with strict OS or more newschool settings regardless though.

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Zakken
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RE: Countergoat Initiative [Duels]

#11

Post by Zakken » Sat Oct 11, 2014 1:01 am

Looks great! I do hope that a few maps with competitive potential are brought to light from this.

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RE: Countergoat Initiative [Duels]

#12

Post by Watermelon » Sat Oct 11, 2014 3:16 am

That looks really cool!

ARGENTVM
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RE: Countergoat Initiative [Duels]

#13

Post by ARGENTVM » Sat Oct 11, 2014 4:00 am

Damn, some good-looking stuff and especially those skies (they are pretty awesome). Are they user-made or from some other sources?

Alfonzo
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RE: Countergoat Initiative [Duels]

#14

Post by Alfonzo » Sun Oct 12, 2014 4:17 am

So! We've received a pretty healthy dose of feedback on the maps so far, and will be looking to make some hefty changes in the coming days/weeks. Aside from rebalancing several of the maps themselves, we'll probably look into rearranging their placement in the set (and in the hub) to indicate which ones are meant for more traditional play and which are straight-up gimmick maps - ones like MAP16 and MAP23.

Thanks to those who have given the maps a go. I hope you've found a few maps that you enjoy playing, and that it otherwise hasn't been too torturous, heh. :v:

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RE: Countergoat Initiative [Duels]

#15

Post by Zerim » Sat Dec 27, 2014 11:25 pm

It's charming and has a few nice maps, but I have a lot of problems with it. You might as well remove the hub because a majority of these maps are deathmatch. Most of them are either too open, too big, or just too confusing to be duel. The "Fiji" map is more suitable to 4-8 players because of the open middle and the mazy outside.

Also, one serious problem I have with this pack is that the soulspheres in most maps are way too easy to get. It's unfair to just get 100 free health for almost no inconvenience.

I don't mean to sound so cynical, as there are actually a few maps I found lovely, they play well and easily fit a duel setting. A lot of these maps are deathmatch maps, not duel maps in my opinion. Speaking of which, Pepsi Blue is probably my least favorite map of the pack.

Alfonzo
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RE: Countergoat Initiative [Duels] - beta004 released!

#16

Post by Alfonzo » Fri Feb 20, 2015 1:18 am

Yes, hello! The folks over at CGI have been hard at work (lol) in bringing you what could be the last official beta for Countergoat Initiative 1. After a wealth of feedback and other distractions, we have made all the necessary changes to ensure that your duelling experience is reasonable++

Here are a list of changes in the beta004 version (download: https://www.dropbox.com/s/9sf719x16hecz ... 4.wad?dl=0):

[spoiler]red portals for hub maps are now a thing. the red portals denote gimmick maps.
new pics and labels for new maps.

- BROWNTOWN replaced with JACTORY (MAP09)
- BLOOD GOD replaced with BLUNT FORCE VASECTOMY (MAP14)
- PUMPING STATION replaced with OFF THE RAILS (MAP17)
- WILHELM replaced with NEW WILHELM (MAP19)

- MIXING BOWL has unfucked some health and made the switches fatter.
- TOKYO has unfucked a spawn and extended the playing area some.
- WHORE ISLAND has unfucked the GA lift and replaceed the chaingun with rl.
- GUATEMALA has unfucked some bars and replaced the plas with bfg.
- CHOPPA has unfucked some layout to make things CLOSER, leading to MORE ACTION.
- CLUSTERFUCK has unfucked its ssg spawn. it no longer exists.
- WILHELM has unfucked the lift switch. it is now on the actual lift.
- BAEKERY has unfucked its health (has less) and teleport indicators (has some)
- DYSLEXIA has unfucked some health. there is now less of it.
- PEPSI has unfucked its layout. bfg is now equidistant and thoroughly balanced. it now also has a backpack for some fucking reason.
- QUESADILLA has unfucked the bfg lift. it now lowers the whole line of stimpacks.
- POT CITY has unfucked its health. it now has less. it no longer has an rl. the pg is in a more accessible spot because it's pretty shithouse on this map.
- LICENSE TO STACK has unfucked its weapon arrangement. pg instead of bfg and it's grabable from north side with ease.[/spoiler]
Feel free to join this public testing server to experience the quality:

:: [BE] Montreal :: CGI Duelpack beta4

Alfonzo
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RE: RE: Countergoat Initiative [Duels] - beta006 released!

#17

Post by Alfonzo » Sat Feb 21, 2015 6:36 am

In a stunning display of ineptitude, it turns out that I was crammed full of shit when making the previous post! Half the changes listed were not in the beta and there were multiple midi and texture screwups. It's okay, though, we've implemented the necessary changes and made everything suck to a slightly less degree. Download beta006 today!

beta006: https://www.dropbox.com/s/wr79xui59bbj7 ... 6.wad?dl=0

Please note that the random portal and spectate-to-hub features are not properly implemented yet. The public server will go up once again when they are.

Alfonzo
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RE: RE: Countergoat Initiative [Duels] - finalized!

#18

Post by Alfonzo » Fri Sep 11, 2015 5:31 am

Update - CGI1 has been uploaded to /idgames! Thanks to ClonedPickle for growing outwardly impatient and bashing this wad into a state of completion with Slade and harsh language. I haven't been vigilant in updating this zandro thread so the full changelog is probably too long to list but the main points, in short:

  • Numerous balance changes
  • Spectate to hub function fully implemented, ala the duel32 standard.
  • Random portal properly implemented (excludes gimmick maps from selection)
  • Odamex and Zdaemon compatibility (to a fault!)
>>Download<<

Thanks to zandro's combinebob and [IFOC]75 for their extensive feedback. Full credits can be found in the textfile.

CGI2 is also now underway: the less seasoned of our number hope to better their output on the second time 'round with some newfound experience. Feedback will once again be much appreciated when the time comes. In the mean time, happy fragging!
Last edited by Alfonzo on Fri Sep 11, 2015 5:33 am, edited 1 time in total.

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RE: RE: Countergoat Initiative [Duels] - finalized!

#19

Post by Combinebobnt » Sun Sep 13, 2015 3:51 pm

Better than the last version I played; good job.

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RE: RE: Countergoat Initiative [Duels] - finalized!

#20

Post by ClonedPickle » Sat Sep 19, 2015 10:34 pm


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