FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

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FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#1

Post by Qent » Thu Sep 27, 2012 10:15 pm

FNF SEPTEMBER Special

For this month's FNF Special, we actually ended up with different WADs for Euro and US: Doom 2 CTF with Teamweps for EuroFNF, and Skulltag Domination for USFNF.

European FNF
Game Mode: Capture the Flag
WAD's: skulltag_actors.pk3 (included with Zandronum), ST data, Doom 2 CTF, Teamweps, Odaflags, ZandroSpree

When: September 28th, 2012, 18:00 UTC
Central Europe: 20:00
United Kingdom: 19:00
Russia / Moscow: 22:00

Where: Grandvoid, UK
Spoiler: Customized settings (Open)
Player/Client limit: 24/64
Time Limit: 10 minutes
Point Limit: 5
Maplist: MAP01-06, 08-11, 14

Code: Select all

addmap map01
addmap map02
addmap map03
addmap map04
addmap map05
addmap map06
addmap map08
addmap map09
addmap map10
addmap map11
addmap map14
DMFlags: 2380804
DMFlags2: 1536
DMFlags3: 0
CompatFlags: 524288
CompatFlags2: 8

sv_suddendeath true
sv_randommaprotation false
sv_defaultdmflags false


American FNF
Game Mode: Domination
WAD's: skulltag_actors.pk3 (included with Zandronum), ST data, STDom, ZandroSpree

When: September 28th, 2012, 17:00 PDT
Eastern Time: 8:00 PM
Central Time (US): 7:00 PM
Mountain Time: 6:00 PM

Where: Vicious Pariah's servers
Spoiler: Customized settings (Open)
Player/Client limit: 32/64
Time Limit: 7
Point Limit: none
Maplist: MAP01, 03-09

Code: Select all

addmap map01
addmap map03
addmap map04
addmap map05
addmap map06
addmap map07
addmap map08
addmap map09
DMFlags: 2380804
DMFlags2: 1536
DMFlags3: 0
CompatFlags: 524288
CompatFlags2: 24

sv_suddendeath false
sv_randommaprotation false
sv_defaultdmflags false
Last edited by Qent on Sat Sep 29, 2012 1:19 am, edited 1 time in total.

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#2

Post by jwaffe » Fri Sep 28, 2012 3:41 pm

I won't be there for Euro FNF, but I hope you all will have a good time!
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#3

Post by The Toxic Avenger » Fri Sep 28, 2012 6:47 pm

OK, these maps (Doom 2 CTF) are total messes. The layouts are super confusing, the weapon placements are all over the place, and they're just not fun. If they were modeled after IDL, TLSXCTF, EpicCTF, or whatnot, this would be MUCH better.

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#4

Post by Ivan » Fri Sep 28, 2012 7:00 pm

I told you guys many times, it sucks. :P
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#5

Post by Qent » Fri Sep 28, 2012 7:41 pm

Ironically, MAP07, which was originally tossed from the maplist, was the only playable map. :razz: At least it was pretty fun, though....

I think next time we should make it a point to add links to the poll, to encourage people to "try before they buy."
Last edited by Qent on Fri Sep 28, 2012 7:50 pm, edited 1 time in total.

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#6

Post by Catastrophe » Fri Sep 28, 2012 10:17 pm

doom 2 ctf is really bad, that poll was rigged!

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#7

Post by The Toxic Avenger » Fri Sep 28, 2012 10:31 pm

Any sort of feedback on Doom 2 CTF should go direct to jwaffe/75, as per his request.

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#8

Post by jwaffe » Sat Sep 29, 2012 12:01 am

The maps were quite well thought out, I'll consider your opinons. PM me on IRC, on the forums, or you can reply to this topic or my project topic.

I didn't rig any poll, Quad suggested it and I told people who liked the mod in the past that it was up for FNF. That's all I did.

With that said, I'll address TTA's complaints similarly to how I did on IRC
The layouts are super confusing,
I actually thought that as well at first, with quite a few of the maps. it takes a few games to really understand the maps. That doesn't make this game easy to pick up and play, I admit that, but after playing a few games on these maps I really learned how to use their odd quirks and I liked them too much to edit them out. I actually think the "confusing" layouts make the game entertaining and unique, something you really need to learn and pay attention to instead of just run straight through like most other CTF mods I've seen.

Usually if you run in one direction long enough you'll find the flag, except MAP09 which I admit has a bizarre layout, it took me the longest to adjust to.
the weapon placements are all over the place,
I like encouraging players to use other weapons and I believe it adds to the gameplay. I can't see a great benefit resulting from adding 10 more SSGs to each map.
If they were modeled after IDL, TLSXCTF, EpicCTF, or whatnot, this would be MUCH better.
"Modeled after"? I'm not sure what you mean, I don't want to rip off of other wads.
Last edited by jwaffe on Sat Sep 29, 2012 12:24 am, edited 1 time in total.
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#9

Post by jwaffe » Sat Sep 29, 2012 12:59 am

Decay wrote: He meant modeled insofar as they were designed, tested, and played by people who are very good at ctf, and have a solid understanding of what makes a good ctf map and how to appeal to more competitive ctf players.
Well, I admit I'm not great at CTF, but I do enjoy playing it and I've went through the entire master server a few times just to play every mod I could. I don't make my maps especially for a given group, I just make maps I like, as I always have. Also... did you ask him what he meant? I'd rather he speak for himself on this.
Confusing layouts do not make a ctf map fun. For proof just look at MionicDonut's or Fastidious' maps in the idl mapping contests. Or the commonly omitted zdctf maps in servers (cursed, under siege, and that crazy jumppad map).
Not necessarily confusing... just something that takes some time to learn. I said I found them confusing at first, I don't find them confusing now.

Your post reeks of arrogance (I'll consider your opinions! how kind) but I would suggest this is typical of you!
I will consider their opinons (and yours!). I don't see any sign of arrogance, Quad suggested it, I voted for it, encouraged people who liked the mod to vote for it in the past, and I'm accepting criticism from people who didn't like it. I guess that is typical behavior from me.

Seems like the arrogant thing to do would be to just simply say "I like it and you don't, you have no taste in CTF mods and you don't know CTF so get lost", which would be very rude, I certainly wouldn't do that.
Last edited by jwaffe on Sun Sep 30, 2012 9:26 pm, edited 1 time in total.
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#10

Post by The Toxic Avenger » Sat Sep 29, 2012 1:23 am

I don't mind you two debating the schematics of a good CTF map but RD be a bit smarter thanks

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#11

Post by jwaffe » Sat Sep 29, 2012 1:41 am

Decay wrote: You know a map is bad when....

- The author is confused at first (this is usually a pretty good indication!)
If I had that philosophy I would have missed out on quite a lot of fun.

Looking at it in doombuilder or single player isn't the same as playing it online, I think you said that earlier? Honestly it feels like a completely different map online, and I don't really explore the map until I play it as it's intended.

Actually, I almost always find unlikely paths and shortcuts when I play it online. I found some very interesting jumps in CTF01 that I never even thought where possible until I was under the pressure to score.
- Advice is "run in one direction long enough"
Really only meant for general advice, it can help you navigate the maps if you remember what direction the flag is in (generally the direction that exit from the flag room faces will eventually lead you to the enemy base) but I didn't intend for it to be some sort of walkthrough. It's not the easiest thing to describe in a few words in a forum post...
Encouraging other weapon use is dandy and all but you need to know how to do it. Simply looking at a map does not tell you the dynamics of the SG or CG in relation to SSG.
I playtest all of the maps with a small group, actually I don't consdider a map bad or good until I've played a full game on it, then I make the decision.
Watch priv games played on maps such as 28, 29, even 02 and 05 of the current IDL wad. The weapon placement is VERY specific and the ssg placement greatly changes the gameplay dynamics as opposed to shoving different weapons everywhere on a whim.
Oh, I agree that SSG placement greatly changes the gameplay dynamics. Though I didn't shove my weapons anywhere on a whim.

Shotguns starts give a better opportunity to snipe enemies at medium distance which is typically the range where you engage players in these maps.

Chaingun starts are for long range sniping or wearing down enemies at medium range

Rocket launcher starts are good for medium to large range or tracking players, they can be used extremely often in the mod and I consider this to be the main weapon of this mod.

The plasma rifle isn't as effective in this map pack because there is a lot of height variation (delibrate), it has a specific purpose, cornering enemies.

The super shotgun is powerful, but its range is even more limited in this pack again due to height variation and close nearby cover. Still an interesting weapon, but I consider it on par with deadliness with the plasma gun, so I use it as such. I tried to avoid shoot like gameplay (which I conisder ill-fit for CTF) as much as possible, so I limited the size and amount of flat areas as much as possible.

The BFG is a very powerful weapon in CTF, but getting it is quite difficult, with the difficultly depending on the effectiveness on that particular level. Generally getting a BFG requires solving either a multi switch puzzle or losing a significant amount of your health, either way it's not a trivial weapon to find.
A map does not need to be confusing to take time to learn or be entertaining. There are many maps that are small or medium size, that on face value are very easy to navigate and play, but really have lots of little tricks (Rj'ing in map08) and timings (map14's gate) that can benefit the player and their team. These are not confusing, but just little specific things people pick up over time.
I agree, I've played some maps that are small, easy to navigate, easy to learn not really confusing or complicated but were still fun. I don't dispute that.

However in my maps these tricks are more significant, harder to learn, perhaps, but their effect is more major to the game. Not everyone will like this, I understand, it's a larger learing curve. I recognize that design decision, and accept that willingly.
Last edited by jwaffe on Sat Sep 29, 2012 1:49 am, edited 1 time in total.
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#12

Post by Slyfox » Sat Sep 29, 2012 1:42 am

I won't lie the layout of some maps got on my nerves, I mean you can have a simple map layout but be fun easily [idl maps 04, 31, 14, etc.]

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#13

Post by Iced » Sat Sep 29, 2012 2:06 am

I think the fact that the layouts weren't simple wasn't what generated my distaste, but the blatant and flagrant tangent from the maps you based them off of in the first place. Honestly, besides one or two rooms that looked (sorta) like they did in Doom 2, the map altogether did not at all follow the same layout as the original maps. This may have bred issues with navigating the maps since we've all played Doom 2, we know where to go and how to get there. In this wad, we knew where to go, but not how to get there, because (in all honesty) the author butchered the original schematics to the point where there were obviously gimmicky aspects for the sake of gimmicks. (Holes in the walls of Map 02?)

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#14

Post by Ænima » Sat Sep 29, 2012 2:20 am

The SSG's were too hidden.


I mean come on. It's not like they're BFG's.
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#15

Post by Qent » Sat Sep 29, 2012 2:30 am

I, too, would have liked if the maps stayed truer to the Doom II originals, which would also help keep people from getting lost.

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#16

Post by Ænima » Sat Sep 29, 2012 2:45 am

The only map I really liked was the "O of Destruction" one. That was actually pretty fun and the layout was decent.
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#17

Post by Qent » Sat Sep 29, 2012 2:48 am

I had a hard time doing anything on that map, so eventually I just gave up and hunted for a SSG. :razz:

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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#18

Post by jwaffe » Sat Sep 29, 2012 3:02 am

I'll reorder your post slightly to make the reply flow better.
The plasma rifle and SSG cannot be compared for the simple reasons of lag/unlag and projectile vs hitscan behaviour. That's a faulty argument. Plasma is also more spray and pray. And in general pretty useless in a lot of ctf maps.
The plasma is certainly not useless in my maps, and that's not the best use of the weapon in this map pack, I'm surprised you didn't notice that while you were playing.

I'm surprised to hear you think the plasma is not useful "generally" in CTF, I remember it being quite effective in large flat areas, in fact if somebody lays down a line of plasma in a narrow flat area it can be literally impossible to dodge. Something I try to avoid.
>RL starts

RL starts are never a good idea. Cockblock city, my god. And it's supposed to be the primary weapon? Holy shit.
I don't remember saying there were rocket launcher spawns.

Most of the spawns are shotgun spawns, I suppose there could be a few spawns near rocket launchers as well, though if my memory is correct there is always another weapon near it if you would prefer something else.
>CG and SG

CG starts are good for anything. Same with SG. Don't limit it to what you perceive is the intention.
I was talking more about weapons in general, not weapon starts. Chainguns are also useful at extremely long ranges (though I consider this more of a backup plan for when you can't get closer) and possibly even short range if you have good aim, but I would prefer to use a different weapon at closer ranges (more damage, less chance of getting blown away by what could be a powerful weapon in your opponent's hand).
A full pub game doesn't mean shit on most maps. Neither do a few priv games. Sometimes it takes a long time to figure out what maps are actually good or bad,
I agree, there were some maps in Chex Pack Zorchmatch that it took me years to find that they were not good, and I still delete and improve old maps as problems arise. I'll treat this mod the same and improve it (even deleting/redoing maps) if I find anything big enough to justify that sort of overhaul.

However that doesn't mean that private testing can't be useful. I've found that the gameplay with a few players scales quite well up to a large group... also...
Sometimes it takes a long time to figure out what maps are actually good or bad,
If tha'ts the case then why are you so sure about this mod being bad?

Decay wrote: Actually, believe it or not, a map is not good or bad based on whether or not you like it.
Hmm... I agree that a flawed perception doesn't make a good map, which is precisely why I'm interested in hearing criticism.

I've been working towards making the best FPS possible, which is literally accomplished by taking the best ideas I have.

Though, the way you phrased it seems strange. A game I enjoy is one that necessarily has the best design decisions that I can come up with, considering the benefits (layouts that encourage fast movement, complicated dodges, and usage of map geometry in combat) and the costs (larger, more difficult to learn maps); I can certainly adjust my design decisions, but it will always be the modder's choice what to implement.
Goddamn, didn't I tell you before the earth does not revolve around you?
but again >center of the universe so there you have it.
I know you will ignore this because >i me my syndrome but it's useful to think about nonetheless.
I'm curious, where did you get that impression? I don't remember ever saying that your opinion was less important than mine, this is just a simple discussion about CTF mapping, something we both do, I've made no accusation that you're unintelligent or incapable of forming a valid strategy for making CTF maps.
I think the fact that the layouts weren't simple wasn't what generated my distaste, but the blatant and flagrant tangent from the maps you based them off of in the first place. Honestly, besides one or two rooms that looked (sorta) like they did in Doom 2, the map altogether did not at all follow the same layout as the original maps. This may have bred issues with navigating the maps since we've all played Doom 2, we know where to go and how to get there. In this wad, we knew where to go, but not how to get there, because (in all honesty) the author butchered the original schematics to the point where there were obviously gimmicky aspects for the sake of gimmicks. (Holes in the walls of Map 02?)
This is true, the layouts in doom 2 CTF are significantly different than the original maps. I guarantee that there were no changes done to be gimmicks. They were all made in an attempt to increase the amount of strategy and general flow through the maps.

I can see why this would cause some initial confusion, because the way you went through the map the first time in the original game won't work, and some of the rooms have been changed around, which made Doom 2 CTF more of a CTF mod themed like Doom 2 (my challenge was to preserve as much of Doom 2 as possible, though that usually meant splitting up rooms, rearranging them, and changing floor/ceiling heights) and not a mod that was Doom 2 with flags.

I'm not sure what you mean by "holes in the walls" -- do you mean the areas I opened up or the places you shoot into to get the BFG?
The SSG's were too hidden.


I mean come on. It's not like they're BFG's.
The availability of SSGs depends on how the maps are made, MAP12 had the hardest to find SSG because it had a lot of areas that slowed the player down making him more vulnerable to SSG attacks.

MAP06 by contrast had a lot of open areas so the SSG was easy to find. Also, again, I did this to try to get people to use other weapons and discourage Shoot-esque gameplay in CTF.

Also, the BFGs are even harder to find.
Last edited by jwaffe on Sat Sep 29, 2012 3:14 am, edited 1 time in total.
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#19

Post by Ænima » Sat Sep 29, 2012 3:33 am

I noticed ...
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RE: FNF SPECIAL #133: DOOM 2 CTF AND ST DOMINATION!

#20

Post by Metal » Sat Sep 29, 2012 3:35 am

Let's keep this thread on track and civil.
Last edited by Metal on Sat Sep 29, 2012 3:38 am, edited 1 time in total.
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