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Catoptromancy
Senior Member


Posts: 1182
Registered: 08-06


FreeDM has seen little attention for a long time. UDMX is licensed so that its maps can be used. Permission was given and credits go to UNIDOOM.

Most textures need replaced with Freedoom textures. Try to keep the theme as similar as possible to the original map. Do not alter the maps if possible, small unnoticeable edits will work if used to line up textures. Do not alter gameplay just textures.

Claim a map!
Use the daily build as your iwad in the editor

MAP01 = GreyGhost
MAP03 = Catoptromancy
MAP06 = Done!
MAP20 = Catoptromancy

Last edited by Catoptromancy on Apr 2 2010 at 00:10

Old Post Mar 20 2010 04:51 #
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andrewj
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Good news! The existing FreeDM maps were mostly quite poor.

Need any help?

Old Post Mar 20 2010 06:24 #
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Catoptromancy
Senior Member


Posts: 1182
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Ill be stripping the maps to separate wads and putting them on the repo sometime soon. Ill edit my first post so I can layout a maplist and people can sign up and pick a map.

Last edited by Catoptromancy on Mar 21 2010 at 07:16

Old Post Mar 20 2010 06:31 #
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Philnemba
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Posts: 1280
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Retextureing UDMX in a FreeDoom environment?! Sounds fun and interesting so I'm claiming Map 24 & 32.

Old Post Mar 20 2010 19:19 #
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Mechadon
Senior Member


Posts: 2321
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Pretty cool idea! If I get the time, I could help retexture one or two :)

Old Post Mar 20 2010 20:05 #
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GreyGhost
I have a custom title now!


Posts: 9330
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I'll take Map01 and hope the basalt cavern doesn't drive me crazy.

Old Post Mar 21 2010 04:05 #
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Catoptromancy
Senior Member


Posts: 1182
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Remember TNT still has many placeholders for textures, fences too!
If you need a new texture it must be made from scratch and same dimensions as a blank TNT one. You may also edit a current Freedoom texture to make a new one.

Old Post Mar 21 2010 04:55 #
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Jon
code scholar


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A couple of the freedm maps have promise (I think) but the first one at least is poor.

Old Post Mar 22 2010 10:50 #
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Catoptromancy
Senior Member


Posts: 1182
Registered: 08-06


Ya I think we can leave a couple in. Some of the UDMX are a bit odd like map30,31 and maybe the sonic map.

Old Post Mar 22 2010 12:11 #
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fraggle
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Posts: 8159
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Does UDMX work in Vanilla Doom? One thing I always planned to do was remove the dependency of the FreeDM levels on Boom line types, so that Chocolate Doom could run with the FreeDM IWAD (this would allow Chocolate Doom into Debian main :-)

Old Post Mar 22 2010 13:50 #
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andrewj
Senior Member


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fraggle said:
(this would allow Chocolate Doom into Debian main :-)

Yeah.

(assuming you can find somebody to package it)

Old Post Mar 23 2010 01:55 #
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Ralphis
IDL Founder


Posts: 3799
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fraggle said:
Does UDMX work in Vanilla Doom? One thing I always planned to do was remove the dependency of the FreeDM levels on Boom line types, so that Chocolate Doom could run with the FreeDM IWAD (this would allow Chocolate Doom into Debian main :-)

The maps are all compatible (except for the Sonic map) in that they don't use any Boom specials. However, most of these maps are going to VPO in vanilla.

By the way, map30 is actually a pretty decent DM layout and was designed as a normal map in the beginning.

Old Post Mar 23 2010 02:45 #
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Catoptromancy
Senior Member


Posts: 1182
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I have converted a few maps to vanilla before. Should not be too hard on most maps. Some lighting and ultradetail will need to be toned down quite a bit. The maps are fairly small being DM so most detail can be trimmed a bit without much noticable difference.

Old Post Mar 23 2010 03:20 #
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Philnemba
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I would like my names on the 2 map slots remove since I have lost interest of this as of now. I have retexture nearly half of map 24 so if anybody wants to finish the rest shot out and I will email you the wad file.

Last edited by Philnemba on Jun 12 2010 at 04:36

Old Post Apr 1 2010 22:00 #
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Philnemba
Senior Member


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Decided to give away this map so maybe someone around might want to retexture the rest of map24.

link:http://www.mediafire.com/?gclgwjqhfim

Old Post Jun 3 2010 18:56 #
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GreyGhost
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I'll add it to my short list of commitments, in part because I'd like to see what texture substitutions you've made. Most of my work with Map01 has been patch/texture replacements, though I probably haven't the talent, patience or willpower to do them for the entire wad.

Old Post Jun 5 2010 17:21 #
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exp(x)


Posts: 2595
Registered: 04-04



andrewj said:
assuming you can find somebody to package it

I think he may know someone.

Old Post Jun 5 2010 19:10 #
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Jon
code scholar


Posts: 1468
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exp(x) said:
I think he may know someone.

heh :)

actually chocolate-doom is already in Debian, the issue is moving it from "contrib" (free software that depends on non-free stuff to function) to "main" (free software that can be immediately useful).

Old Post Jun 11 2010 10:27 #
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KingofBabylon
Loser


Posts: 36
Registered: 06-10


Freedoom sucks ass, but that's because it's still not anywhere near completed yet.

Old Post Jun 20 2010 01:44 #
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Jon
code scholar


Posts: 1468
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KingofBabylon said:
Freedoom sucks ass, but that's because it's still not anywhere near completed yet.

Thanks for your valuable contribution.

I've locked some of the threads you have pointlessly bumped to the top of the page, and deleted at least one duplicate post of yours. Please try to be constructive and don't resurrect old threads just for the sake of it.

Old Post Jun 20 2010 11:25 #
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KingofBabylon
Loser


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I was just saying..

Old Post Jun 21 2010 03:55 #
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RTC_Marine
Junior Member


Posts: 558
Registered: 06-01


will it use udmx-palfix.wad?

Old Post Jan 20 2011 01:21 #
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Catoptromancy
Senior Member


Posts: 1182
Registered: 08-06


Its just going to be freedoom with udmx maps. So probably not.
No udmx textures, sounds, music, graphics and such. Only maps.

EDIT > I am also working on this again.

Last edited by Catoptromancy on Jan 20 2011 at 22:53

Old Post Jan 20 2011 02:02 #
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Wagi
Member


Posts: 361
Registered: 11-10



Ralphis said:
The maps are all compatible (except for the Sonic map) in that they don't use any Boom specials. However, most of these maps are going to VPO in vanilla.

Even without the VPO, some maps require the Boom behavior of zero tags affecting the back sector. Shafted Flashback requires this behavior or the plasma switch screws up the entire level. Miami manslaughter uses the translucent line special, but that's minor.

Besides the maps, most of the maps will have tutti-frutti somewhere in Vanilla Doom. Finally, any maps that use a flat that shares a name with a patch (Such as Gridlock) will confuse the flat loader and trigger a "cachelumpnum >= NUMLUMPS" error upon map load.

Old Post Feb 11 2011 15:58 #
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RjY
anARCHy


Posts: 1025
Registered: 05-02



Wagi said:
Even without the VPO, some maps require the Boom behavior of zero tags affecting the back sector. Shafted Flashback requires this behavior or the plasma switch screws up the entire level.

I'm afraid "the Boom behavior of zero tags affecting the back sector" is nonsense. It's important to realise Boom has no such behaviour. Did you mean

the Boom behavior of zero tags affecting no sector
the ZDoom behavior of zero tags affecting the back sector

Old Post Feb 12 2011 08:51 #
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