Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Powerman
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#1
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by Powerman » Tue May 21, 2013 7:09 pm
Last edited by
Powerman on Tue May 21, 2013 10:23 pm, edited 1 time in total.
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RedShirt
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#2
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by RedShirt » Tue May 21, 2013 7:45 pm
That looks almost exactly the same as the original. Very well done!
We are you. We are the madness that lurks within you all, begging to be free at every moment in your deepest animal mind. We are what you hide from in your beds every night. We are what you sedate into silence and paralysis when you go to the nocturnal haven where we cannot tread.
#swag
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Powerman
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#3
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by Powerman » Tue May 21, 2013 7:50 pm
Thank you, I used all the resources I could to make it look almost exactly the same! I just hope it plays well, as in I hope someone hosts this to go test it out! because bots....they just don't work well in this map.
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-Jes-
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#4
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by -Jes- » Tue May 21, 2013 7:51 pm
Cool, though as always with this particular map..
Powerman wrote:
I made 2fort from team fortress 2
It's from
QUAKE TEAM FORTRESS YA PANSY! 8U
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Cruduxy
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#5
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by Cruduxy » Tue May 21, 2013 8:20 pm
Nice.. Although a bit of texture clashes -like the blue base image- hurt its image :P
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Nothing to see here
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Powerman
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#6
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by Powerman » Tue May 21, 2013 8:44 pm
Ha thanks for correcting me, and I'm sorry, I tried to make them fairly symmetrical in everything.
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BloodyAcid
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#7
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by BloodyAcid » Tue May 21, 2013 8:52 pm
I hate to be the harsh one, but this map looks terrible. Texture usage is extremely limited, and almost everything is misaligned in some way. Wooden pillars clash with inappropriate grey usage, that highlights random sections of the map. Just from the screenshots, the areas are very bland, and one texture spans many walls/floors.
Your deep water isn't coloured properly either.
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Powerman
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#8
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by Powerman » Tue May 21, 2013 9:00 pm
No it does look like arse, I want my map to play smoothly. then Make it a beautiful thing.
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jwaffe
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#9
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by jwaffe » Tue May 21, 2013 10:00 pm
I looked through this in single player, I didn't try it on a server, but I don't think that the TF2 layouts will fit well in Doom, mostly because in TF2 there are a lot of guns that you can use to kill players quickly and effectively at a distance, and the players are slower.
The battlements in the middle of the map are suited for sniper classes, Doom's players are so fast, that even if there was a one hit KO sniper weapon in doom, you'd probably only pick off one or two players before they ran into your base.
The 64 wide ledges aren't that great for a similar reason, there aren't any heavies to stand up there and knock down people who come close, if you go up there you'll be a very easy target for SSG spread, plasma shots, and rockets.
Also, there were quite a few thin corridors near the flags, I'm concerned that there would be a large traffic jam in that area, making it hard to get the flag and hard to score.
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Combinebobnt
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#10
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by Combinebobnt » Tue May 21, 2013 10:07 pm
Uh why did you zip all the st stuff with the wad, just adds 18mb of download, when we already have it.
ok crit time:
First looking at the spawns, get rid of the weird red key blue key stuff and do acs or linedef funky stuff for the team-only doors. Keys can get really sloppy especially as someone can pick everything up and random key messages if you go near a door etc. etc. You should also just give the players the guns and ammo you want in a enter/respawn script so that there will always be enough rockets for people. Plus it saves time of having to grab the weapons on the side.
Widen up alot of the super narrow passages connecting areas (ESPECIALLY in the flag area, that one super skinny neck and passage into the flagroom, and the 3 way junction thing by the battlements, that could get really nasty in a game where everybody is stuck in that), as they are a pain to get through and cause you to slow down and get stuck on walls. Tf2 doesn't have this problem because they don't move at super human speeds.
Your water tunnel makes the player move too slowly to really provide anything of an advantage over taking the main path, considering how easy it is to defend the tunnel. Also those rocks in the big water pool look like they had a purpose to help you get out, but that's just a minor confusion. The big swimming pool at least lets you move faster to get out of that area, although with the tunnel being such a slow down I'd rather kill myself. See something like odactf2's lava pits for an example of how useless you will become if you get fall in the water.
I'm not sure what the battlements will really accomplish in this map without some sniper weapon and that huge roof on the bridge protecting anything from getting sniped in the first place. (Btw you can jump on the bridge roof with air control on and skim from battlement to battlement, not sure if you want this so I mentioned it)
Don't forget tf2 is a drasticly different game as mentioned above, you'll need to change some things to fit those maps in doom. Doom is alot faster and up close.
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Powerman
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#11
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by Powerman » Tue May 21, 2013 10:15 pm
Well reason being for the size, not everyone has that stuff. I know I didn't (from switching from OS to OS) so I decided to be nice to people. and well Since this map does have the Doomfortress mod in mind, I suppose I will just remake a map similar to 2fort for Vanilla players, check first post for doomfortress download link.
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BloodyAcid
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#12
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by BloodyAcid » Tue May 21, 2013 10:20 pm
Powerman wrote:
No it does look like arse, I want my map to play smoothly. then Make it a beautiful thing.
There's a difference between utter crap and barely minimal. You DO know it's possible for maps to play well and look nice simultaneously, right? Anyways, you should mention this first then, something along the lines of complete gameplay, turn a blind eye to all aesthetic components.
Powerman wrote:
Well reason being for the size, not everyone has that stuff. I know I didn't (from switching from OS to OS) so I decided to be nice to people. and well Since this map does have the Doomfortress mod in mind, I suppose I will just remake a map similar to 2fort for Vanilla players, check first post for doomfortress download link.
A small note at the end of your post would suffice.