[MULTIPLAYER]Dawn Frag Fest

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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fractalxx
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[MULTIPLAYER]Dawn Frag Fest

#1

Post by fractalxx » Mon Dec 14, 2015 6:09 pm

Welcome community,

I started a new project in Zandronum, making competitive maps, again.
I had a project going on before, but I abandoned that one, since I had problems with space in the maps, which need time to get fixed.
The maps from AetherDM (the old project) will be included in this pack, after I do some re-design for them.

The skulltag content is needed for this to run:
https://zandronum.com/forum/showthread.php?tid=6242

FXDM01: "Wrong Abstraction"
[spoiler]Image
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Image[/spoiler]

FXDM02: "Technical Damnation"
[spoiler]Image
More pictures[/spoiler]

FXDM03: "The Arena Gate"
A not-too faithful Q3DM1 replica, with a tech theme.
Of course, credits go for ID for the original map.
[spoiler]Image
More[/spoiler]

FXDM30: "Geometry Only"
[spoiler]Image
Image
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Image[/spoiler]
DL:
https://www.sendspace.com/file/mswfof

Some bugs may exist, I had some problems with my version of Zandronum (latest) so feel free to show me the bugs.
Last edited by fractalxx on Wed Jan 06, 2016 1:00 pm, edited 1 time in total.

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Ænima
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RE: [MULTIPLAYER]Dawn Frag Fest

#2

Post by Ænima » Mon Dec 14, 2015 6:16 pm

The architecture is very good. But you need to be more thoughtful with textures. The "striped" metal textures in the first shot shouldn't be vertically-repeated more than once, and filling a large area of the floor with light textures looks lazy, and also ugly from a distance.

Also try to steer clear of "symmetrical" map layouts when making DM maps.
Last edited by Ænima on Mon Dec 14, 2015 6:17 pm, edited 1 time in total.
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fractalxx
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RE: [MULTIPLAYER]Dawn Frag Fest

#3

Post by fractalxx » Mon Dec 14, 2015 6:23 pm

Ænima wrote: The architecture is very good. But you need to be more thoughtful with textures. The "striped" metal textures in the first shot shouldn't be vertically-repeated more than once, and filling a large area of the floor with light textures looks lazy, and also ugly from a distance.

Also try to steer clear of "symmetrical" map layouts when making DM maps.
Yeah, I know about the symmetry problem, I tried to hold it back but sometimes it's hard to resist the urge to make something that looks more organized. :cry:

I agree with the light textures, I'll rethink it a little bit.

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Combinebobnt
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RE: [MULTIPLAYER]Dawn Frag Fest

#4

Post by Combinebobnt » Mon Dec 14, 2015 7:11 pm

Looks good to me, but does it play the same? I'll fight someone in this later.

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Doomkid
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RE: [MULTIPLAYER]Dawn Frag Fest

#5

Post by Doomkid » Mon Dec 14, 2015 9:29 pm

Looks sexy as fu
Image
Image

Catastrophe
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RE: [MULTIPLAYER]Dawn Frag Fest

#6

Post by Catastrophe » Mon Dec 14, 2015 9:31 pm

Looks nice, great work.

fractalxx
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RE: [MULTIPLAYER]Dawn Frag Fest

#7

Post by fractalxx » Wed Dec 16, 2015 8:31 pm

Thanks to all. I really appreciate your feedback.

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Combinebobnt
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RE: [MULTIPLAYER]Dawn Frag Fest

#8

Post by Combinebobnt » Wed Dec 16, 2015 10:54 pm

Ok I played a duel on this with newschool settings but no item respawn. In general this map has too much overdetail and geometry that is in the way, making navigation painful. It's hard to go around the map without crashing into something, especially the tight corridors and pillars in the main path. Activating the thin lifts sometimes was hard and you can get stuck on the 3d floor above, and the teleport destinations were kind of confusing (do you even need the teleport on top)? The overdetail also leads to players getting stuck on walls. Either use impassible linedefs for smooth walls or don't make things that stick out. Impassible all the detail like the compblu spaghetti in the wall too. The balconies seemed completely useless. Not being able to shoot through the grates was dumb too.

The item placement had problems like 500000 cellpacks, and I heard there was a megasphere. Cells are the best ammo, never put that much, and no player ever needs 200/200 hp/armor in a map like this (or ever). The railgun also penetrates armor and is extremely powerful, another reason not to have so many cells (and perhaps not so easy to get in the center of the map either). Plasmagun sucks for a map like this, the projectiles are way to slow to cause any real damage.

Ok so overall, get rid of obstructing overdetail to make your maps navigable, and avoid megaspheres, invulns, and item abundance. Every item maybe except for shells and bullets has a significant impact with item respawn.

fractalxx
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RE: [MULTIPLAYER]Dawn Frag Fest

#9

Post by fractalxx » Thu Dec 17, 2015 12:59 am

Combinebobnt wrote: Ok I played a duel on this with newschool settings but no item respawn. In general this map has too much overdetail and geometry that is in the way, making navigation painful. It's hard to go around the map without crashing into something, especially the tight corridors and pillars in the main path. Activating the thin lifts sometimes was hard and you can get stuck on the 3d floor above, and the teleport destinations were kind of confusing (do you even need the teleport on top)? The overdetail also leads to players getting stuck on walls. Either use impassible linedefs for smooth walls or don't make things that stick out. Impassible all the detail like the compblu spaghetti in the wall too. The balconies seemed completely useless. Not being able to shoot through the grates was dumb too.

The item placement had problems like 500000 cellpacks, and I heard there was a megasphere. Cells are the best ammo, never put that much, and no player ever needs 200/200 hp/armor in a map like this (or ever). The railgun also penetrates armor and is extremely powerful, another reason not to have so many cells (and perhaps not so easy to get in the center of the map either). Plasmagun sucks for a map like this, the projectiles are way to slow to cause any real damage.

Ok so overall, get rid of obstructing overdetail to make your maps navigable, and avoid megaspheres, invulns, and item abundance. Every item maybe except for shells and bullets has a significant impact with item respawn.
Got these considered, did a little workaround.
Tried to make walls somewhat smoother, removed the pillars, made it so you can shoot through the grates. I've also made the fences on the balconys shorter so it's easier to shoot from them.
Also created an invisible 3D floor above the nukage so you'll not get stuck in between the walls, and lowered the number of cells.
There wasn't actually any megaspheres on the map, there was only a soulsphere which I put on the slope so it's not too easily noticable.

Second thing, I've made a little "mini map". I was quite bored.
It was inspired by the monochrome mapping project which I have contributed to years ago.
Updated the first post.
Last edited by fractalxx on Thu Dec 17, 2015 1:00 am, edited 1 time in total.

fractalxx
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RE: [MULTIPLAYER]Dawn Frag Fest

#10

Post by fractalxx » Tue Dec 29, 2015 12:18 pm

Update: FXDM02: Technical Damnation
I hope this map will do better for you in terms of gameplay.

fractalxx
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RE: [MULTIPLAYER]Dawn Frag Fest

#11

Post by fractalxx » Wed Jan 06, 2016 12:57 pm

Update: FXDM03: The Arena Gate
I love Q3 actually and I felt like I have to remake maps from it. The aim is to have the same layout but with a little bit different design and theme.
It's a Q3DM1 replica with a tech theme but with the same layout.
Expect more clones from Q3. Don't worry, unique maps are also in development.

Links, screens are in the main post.
Last edited by fractalxx on Wed Jan 06, 2016 1:00 pm, edited 1 time in total.

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