Bouncy Deathmatch - Now allowing submissions!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Beed28
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Bouncy Deathmatch - Now allowing submissions!

#1

Post by Beed28 » Sun Apr 05, 2015 11:43 pm

Bouncy Deathmatch[/size]

[spoiler]Image[/spoiler]

Bouncy Deathmatch is a map pack in which every map shifts with floor and ceiling waggling actions, with a hilarious side effect of making players and items bounce up and down. Originally, I released a such a map a few days ago, but because it was April Fools' day, I simply just referred to it as a "Standard Techbase DM map" without any mention of the bouncing gimmick. :wink:

Most of the weapons have been adjusted to work with the shifting environment. Hitscan and melee weapons are unchanged, but rockets have been replaced with grenades (using sprites from Strife), plasma spheres can now bounce off of the floor/ceiling once, and the BFG has been replaced with the Doom pre-release BFG. Additionally, sectors cannot "move" up and down once the bouncing begins, so simple doors and lifts won't work. However, sliding doors can be created by using Polyobjects instead, and possibly create sideways crushers as well.

This is still a proof of concept because I have no idea how well it will play online, it's worked fine offline on Zandronum 2.0 with bots. If it's all good and doesn't blow up servers or end the universe, I could make this into a mapping collaboration that could cover all 32 maps and possibly more and allow you a chance to make your own bouncy environment.

Huge shout out to the guys behind the Community Chest 4 texture pack! And to wherever the "footstep landing" and "grenade bounce" sound effects originally came from, I borrowed them from the awesome mod Reelism, but I don't know their real sources.

MAP LIST:
[spoiler]MAP01: Rubbery Techbase
MAP02: Jumpy Fort
MAP03: Unstable Courtyard
MAP04: Shake Your Insides[/spoiler]


CHANGELOG:
[spoiler]V0.2
* New music for MAP01 and MAP02!
* Added MAP03 and MAP04![/spoiler]


DOWNLOAD HERE: https://www.sendspace.com/file/9gur7j

MAPPING INFO
[spoiler]I am now accepting map submissions. Mapping for Bouncy Deathmatch is fairly straightforward, in Doom Builder, just add DoomBouncyDM_ProofOfConcept_v0.2.pk3 to the resources list when starting a new map. Please be sure to read and follow the guidelines, and shoot me with a PM when you're ready to submit.
Spoiler: Mapping Guidelines (Open)
  • UDMF format maps are preferred. Hexen format is acceptable, but Doom format will be rejected on sight.
  • No sectors must be tagged 0. All sectors must be at least tag 1 or they won't bounce. If there are any sectors tagged 0, I will automatically adjust their tag to 1.
  • Make sure the players can't get crushed by the moving level. Don't have the ceilings too low, depending on what tag you give the sector. Make sure to check the boundaries of sectors with differing floor and ceiling heights as well.
  • Keep the sector counts low. If there's far too many, the game will freeze for a certain period at the beginning of the match to apply all those waggling actions to all those sectors, taking from a few seconds up to entire minutes depending on how many sectors there are. Join sectors with others whenever possible to optimise your count. Up to 100 sectors seems reasonable enough.
  • Rise/fall doors, lifts, and other floor/ceiling moving actions cannot be used with waggling sectors. But you can use Polyobjects instead to make sliding doors, as seen in MAP01 and MAP02.
  • At least 32 deathmatch starts are required. Also, make sure to have a Player 1 start in case they want to run around and explore in single player for some reason.
  • No exit linedefs, please. They have no place in a map pack solely for deathmatch.
  • No monsters. This should be obvious.
  • Custom textures are allowed, but just make sure to use TX_START and TX_END markers or TEXTURES and not TEXTURE1 or they may conflict with the included cc4-tex.wad.
  • Custom decorations are allowed as long as they are static props. If you don't want them to bounce, add the +MOVEWITHSECTOR flag to them.
  • Custom music is allowed. Preferred format is from classic 16-bit video game consoles like .spc or .vgz, try and go with something that fits a bouncy enviroment.
  • No cursing, please. I'm not really a kind of person who includes strong language in their releases.
  • Certainly no vulgar maps or decorations of any kind (impse, goatse, Kama Sutra MAP30) or they will be rejected on sight.
  • No random map generators. No SLIGE or OBLIGE or anything like that.
  • I reserve the right to make modifications to maps you submit.
    [/size]

Finally, different ranges of sector tags affects the amplitude of the waggle on the floor and ceilings:
Spoiler: Range of sector tags (Open)
  • Default: Floor: 350% | Ceiling: 450%
  • Tags 50 - 99: Floor: 450% | Ceiling: 350%
  • Tags 100 - 149: Floor: 350% | Ceiling: 350%
  • Tags 150 - 199: Floor: 450% | Ceiling: 450%
  • Tags 200 - 249: Floor: 384% | Ceiling: 450%
  • Tags 250 - 299: Floor: 384% | Ceiling: 350%
  • Tags 300 - 349: Floor: 416% | Ceiling: 450%
  • Tags 350 - 399: Floor: 416% | Ceiling: 350%
    [/size]

Have fun![/spoiler]
Last edited by Beed28 on Tue Apr 28, 2015 9:16 pm, edited 1 time in total.

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RE: [Proof of concept] Bouncy Deathmatch

#2

Post by Slim » Sun Apr 05, 2015 11:50 pm

Neat. It's almost like jumping on the bed with toy swords as a kid again, except crazier.

That's not sarcasm by the way, it's a legit optimistic comment.
Last edited by Slim on Sun Apr 05, 2015 11:51 pm, edited 1 time in total.
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RE: [Proof of concept] Bouncy Deathmatch

#3

Post by Ivan » Mon Apr 06, 2015 12:35 am

Reminds me so much of this:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
(Go to 0:16)

Could work on certain situations I guess, might be fun.
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RE: [Proof of concept] Bouncy Deathmatch

#4

Post by Ænima » Mon Apr 06, 2015 1:46 pm

Might good for FNF one of these days.
Reinforcements: midgame Survival joining/respawning
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RE: [Proof of concept] Bouncy Deathmatch

#5

Post by Beed28 » Mon Apr 06, 2015 4:19 pm

Thanks! As I said, I'm not sure how will it will play online. Sadly, I'm not much of an online player myself, so you won't see me on any servers.

If reception is good, however, then I might allow map submissions.

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RE: [Proof of concept] Bouncy Deathmatch

#6

Post by CloudFlash » Mon Apr 06, 2015 6:53 pm

You know what would be awesome?
A DM mappack in which every map has it's own gimmick. And by gimmick, I don't mean something like 'this map takes place in a castle and this one takes place in a tech base' sort of crap, but honest-to-god gimmicks, like 'every 10 seconds the map turns pitch-black, with only ledges of some planes visible' or 'entire map is a giant slope' or 'entire map constantly scrolls to the west' type of gimmicks.
Just giving you some ideas to ponder on
https://i.imgflip.com/i5tpe.jpg
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RE: [Proof of concept] Bouncy Deathmatch

#7

Post by HexaDoken » Tue Apr 07, 2015 12:49 pm

CloudFlash wrote: You know what would be awesome?
A DM mappack in which every map has it's own gimmick. And by gimmick, I don't mean something like 'this map takes place in a castle and this one takes place in a tech base' sort of crap, but honest-to-god gimmicks, like 'every 10 seconds the map turns pitch-black, with only ledges of some planes visible' or 'entire map is a giant slope' or 'entire map constantly scrolls to the west' type of gimmicks.
Just giving you some ideas to ponder on
agahz

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RE: [Proof of concept] Bouncy Deathmatch - New maps!

#8

Post by Beed28 » Thu Apr 09, 2015 1:56 am

New update! MAP03 and MAP04 have been added! Also, new music for MAP01 and MAP02!

MAP03: Unstable Courtyard
[spoiler]Image[/spoiler]


MAP04: Shake Your Insides
[spoiler]Image[/spoiler]


CHANGELOG:
[spoiler]V0.2
* New music for MAP01 and MAP02!
* Added MAP03 and MAP04![/spoiler]


DOWNLOAD HERE: https://www.sendspace.com/file/9gur7j
Last edited by Beed28 on Thu Apr 09, 2015 1:59 am, edited 1 time in total.

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RE: [Proof of concept] Bouncy Deathmatch - New maps!

#9

Post by ZZYZX » Thu Apr 09, 2015 5:46 pm

HexaDoken wrote:
CloudFlash wrote: You know what would be awesome?
A DM mappack in which every map has it's own gimmick. And by gimmick, I don't mean something like 'this map takes place in a castle and this one takes place in a tech base' sort of crap, but honest-to-god gimmicks, like 'every 10 seconds the map turns pitch-black, with only ledges of some planes visible' or 'entire map is a giant slope' or 'entire map constantly scrolls to the west' type of gimmicks.
Just giving you some ideas to ponder on
agahz
nutty.wad

Also lol'd at map04's name
Last edited by ZZYZX on Thu Apr 09, 2015 5:47 pm, edited 1 time in total.

Beed28
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RE: [Proof of concept] Bouncy Deathmatch - New maps!

#10

Post by Beed28 » Sat Apr 11, 2015 10:56 pm

I'm sadly lacking on any feedback on the mechanic and map layouts so far. Is it good? Does it work online? Are the altered weapons fine? Etc.

By the way, I'm thinking of opening map submissions soon, but I will have to make up some guidelines for that.

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RE: [WIP] Bouncy Deathmatch - Now allowing submissions!

#11

Post by Beed28 » Mon Apr 27, 2015 5:37 pm

First off, huge apologies for the double post and bump. I've promised map submissions, and I'm going to open them now. Mapping for Bouncy Deathmatch is fairly straightforward, in Doom Builder, just add DoomBouncyDM_ProofOfConcept_v0.2.pk3 to the resources list when starting a new map. Throw me a PM when you're ready to submit.
Spoiler: Mapping Guidelines (Open)
  • UDMF format maps are preferred. Hexen format is acceptable, but Doom format will be rejected on sight.
  • No sectors must be tagged 0. All sectors must be at least tag 1 or they won't bounce. If there are any sectors tagged 0, I will automatically adjust their tag to 1.
  • Make sure the players can't get crushed by the moving level. Don't have the ceilings too low, depending on what tag you give the sector. Make sure to check the boundaries of sectors with differing floor and ceiling heights as well.
  • Keep the sector counts low. If there's far too many, the game will freeze for a certain period at the beginning of the match to apply all those waggling actions to all those sectors, taking from a few seconds up to entire minutes depending on how many sectors there are. Join sectors with others whenever possible to optimise your count. Up to 100 sectors seems reasonable enough.
  • Rise/fall doors, lifts, and other floor/ceiling moving actions cannot be used with waggling sectors. But you can use Polyobjects instead to make sliding doors, as seen in MAP01 and MAP02.
  • At least 32 deathmatch starts are required. Also, make sure to have a Player 1 start in case they want to run around and explore in single player for some reason.
  • No exit linedefs, please. They have no place in a map pack solely for deathmatch.
  • No monsters. This should be obvious.
  • Custom textures are allowed, but just make sure to use TX_START and TX_END markers or TEXTURES and not TEXTURE1 or they may conflict with the included cc4-tex.wad.
  • Custom decorations are allowed as long as they are static props. If you don't want them to bounce, add the +MOVEWITHSECTOR flag to them.
  • Custom music is allowed. Preferred format is from classic 16-bit video game consoles like .spc or .vgz, try and go with something that fits a bouncy enviroment.
  • No cursing, please. I'm not really a kind of person who includes strong language in their releases.
  • Certainly no vulgar maps or decorations of any kind (impse, goatse, Kama Sutra MAP30) or they will be rejected on sight.
  • No random map generators. No SLIGE or OBLIGE or anything like that.
  • I reserve the right to make modifications to maps you submit.
    [/size]

Finally, different ranges of sector tags affects the amplitude of the waggle on the floor and ceilings:
Spoiler: Range of sector tags (Open)
  • Default: Floor: 350% | Ceiling: 450%
  • Tags 50 - 99: Floor: 450% | Ceiling: 350%
  • Tags 100 - 149: Floor: 350% | Ceiling: 350%
  • Tags 150 - 199: Floor: 450% | Ceiling: 450%
  • Tags 200 - 249: Floor: 384% | Ceiling: 450%
  • Tags 250 - 299: Floor: 384% | Ceiling: 350%
  • Tags 300 - 349: Floor: 416% | Ceiling: 450%
  • Tags 350 - 399: Floor: 416% | Ceiling: 350%
    [/size]

Have fun!

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RE: [WIP] Bouncy Deathmatch - Now allowing submissions!

#12

Post by Slim » Mon Apr 27, 2015 9:42 pm

Beed28 wrote: First off, huge apologies for the double post and bump.
Well it's your project Beed, you yourself have the right to bump and double, hell, even triple (etc) post.


Also sure I'd probably make a map for this, sounds easy enough considering I've hardly made a complex map before and this sounds pretty simple.
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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Beed28
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RE: [WIP] Bouncy Deathmatch - Now allowing submissions!

#13

Post by Beed28 » Tue Apr 28, 2015 3:41 pm

Glad to hear someone's interested! :biggrin:

Hopefully more people will get interested and start making submissions too. Here's hoping we can at least get to the standard 32 maps! :wink:

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