IvanDobrovski Posted August 16, 2012 dew said: IvanDobrovski - Eye of the Tiger hmm, this should be really really fast paced. your idea with so many green armors will be interesting to watch in the testing session. i hope it works, athough i have a pinch of doubt. what does look dangerous is the easy shortcut if one makes it out of the flagroom - jump to soulsphere, jump on your lift, run into teleport and you're home. it seems too fast (even though i like the onesided teleport otherwise). how about putting that soulsphere platform lower so you can't jump to the elevators from it? well, without rocketjumping at least. :P [/B] Yeah that was what I aimed with the map, a really fast paced gameplay. The green armors should make it a colorful match too, since the base has so many spawns near the flag. The thing with soulsphere and fast runs were actually intended too, but there's a cool thing ! Your mid can constantly lower the enemy elevator and you will miss the jump because of it. It's a pretty cool thing to have IMO and I can't wait for testing it as well ! (You can also RJ out of flag room, or use the lifts at corners to jump to the window to make it even faster) 0 Share this post Link to post
40oz Posted August 16, 2012 jesus lord my map is way at the end of the line. wish I could have gotten in on this sooner but I was preoccupied with other plans. Oh well, at least I got one map in. Hopefully it gets a good review too. 0 Share this post Link to post
Tango Posted August 16, 2012 40oz said:jesus lord my map is way at the end of the line. wish I could have gotten in on this sooner but I was preoccupied with other plans. Oh well, at least I got one map in. Hopefully it gets a good review too. eh. map order will change, most likely 0 Share this post Link to post
dew Posted August 16, 2012 IvanDobrovski said:Your mid can constantly lower the enemy elevator and you will miss the jump because of it. i'm worried it will be too fast-paced for even that, but perhaps the playtesting session will prove me wrong! 0 Share this post Link to post
Tango Posted August 16, 2012 RESUBMITTING MINE/STEWBOY'S MAP I'm Okay, Zero or whatever it's called same music, same sky http://www.mediafire.com/?sgnno51yxs6i4cb it needs some fixes before it's playable. i started fixing the weird staircase by the flag on the blue side but didn't finish. that needs to be finished and then duplicated on the red side but i need to get up in 5 hours and then drive 8 hours so i am going to sleep. also the hanging lights in the flag room need to be aligned properly. ALSO in the room with the little lanterns on the pedastals, one of the sides has some rock ceiling detail that the other doesn't have. forgot to fix that. screenies really basic detail job but it was rushed, so eh 0 Share this post Link to post
dew Posted August 17, 2012 i apologize for the slow pace i've been "processing" maps. lack of time and energy. :/ ArmouredBlood/Tango - Water Defecation Facility lovely looking map, but it has some layout flaws. first of all, the flagroom is so hopelessly a one-way ride it makes conquering russia in winter look easy. there should be something like a teleporter on a lift/behind those decorative doors in the flagrooms that'd lead to a paired teleporter in that dark unused corridor. that'd open it up a bit. more de-choking: i think there should be a small crate to allow jumping from sectors 194/517 to the ssg above in two jumps, or something. on the other hand sector 478 seems just too advantageous to use. i know there will be a lot of fighting on it, but i'd make it more awkward right in the middle to slow anyone using it. like a crate that'd make you watch your step. we'll see tomorrow how that super-open mid works. minor issue: sector 427 should have a fence on top to explain why you can't rj over it. :P 40oz - I've got two words for you and they're not happy birthday i like this... it's rather spacious and the paths are far enough to give runners a lot of freedom, but it's not trivial to steal the flag. one feature idea: you can jump over to that glowing platform (sectors 104 and 182 and their symmetric counterparts), but the jump is quite tough with the low ceiling. it'd be a good place for some "bonus" item - i'm thinking a rocket launcher. that would possibly allow some cool rocket jumps to the flag level (offensive and defensive both!) without the fear of too much rocket spam - there's enough space around and if you don't place any rocket ammo, you're safe. if you like the idea, you might need to block some architecture alcoves you dont want to be rj'd to, though (sectors like 19, 22, etc). Whoo - Generica a bfg map, finally! the BAs are overpowered, just lose them entirely, the GAs should be enough. the blue's BFG platform has non-blocking fences and it's kinda funny, because it means much more bfg and probably much crazier pace. you absolutely must get rid of the plasmas though. it's not a good idea to have both cell weapons in ctf maps. we'll see how those weird shaped bases work, but i like the possibility of passing the flag through the flagroom fence, heh heh. (you grab it, jump to the fence, die... and then your teammate can grab it from the other side) Watermelon - Cereal Crates two things: that slow elevator makes the sewer way only useful for running away, it's terrible for incoming attacks. this will only become more obvious in combination with the second problem - rockets might be too powerful in those tight corridors, so three usable routes might be necessary for runners. Processingcontrol - Right Angle of Destiny ok, you have those teleports placed right, but do not connect them base2base like that. set the teleporter destinations just around mid, this way you're helping too much. i'd say drop the player in the RL room of the home base. The Green Herring - Go to Hell, Do Not Collect $200 a fortress collision (zdctf map01, one of the simplest, yet most popular maps ever) sort of map, it might be fun. a green armor in each base might be in order. the colours are a bit garish, the red/blue theme doesn't need to be that on the nose. i'm wondering what would happen if there were thin fast lifts to those RLs from mid, you know, so there's more than one way in. ClonedPickle - A Complete Disregard of All That You Love hahahaha... impossible to improve (because it's perfect?), moving on. Esselfortium - Seclatus wow, this looks like a greenwar map mirrored and made into a ctf map... very interesting! everything seems to have good angles and sizes, just replace BAs with soulspheres, they're less powerful (you still get GA/no damage reduction and you can't pick medkits for a while). a bonus fistbump for radsuits in a ctf map. 0 Share this post Link to post
elic Posted August 17, 2012 So once again, does anyone want to finish my map on Sunday? Sorry for posting so much about it (hope I don't sound like a Brandon D. Lade :P ), but I'd be very disappointed if the version in the finished wad was only half detailed and didn't have any testing input. 0 Share this post Link to post
dew Posted August 18, 2012 Time of Death - The Tooters err, this just isn't a CTF map, it's a RJ map with some CTF items in it. :P the RJ is almost impossibly hard when considering the enemy team is shooting at you - for me. most people won't ever get up that structure even in soloplay. :P Xaser - Kingdom of Naughty Aeronautics woah, this is beautiful. i have no idea how it'll play, but i'm looking forward to testing it. Xaser - WTF CTF okay, this feels too claustrophobic. the hallways are too narrow and long and boring. they prolly need to be both wider AND interconnect at least twice on each side! Stewboy/Tango - Thanks Zero. I'm Okay i tested the detailed version and it had a 0-length linedef bug and showed some HOMs, though that might have been caused by obsolete tex pack on my side. anyways... the detailed version puts the elevators further back into the wall, which leads to not being able to jump on the flag platform - please fix this! you can keep the elevator where it is if you raise the ceiling over it. remove any cell ammo on the map, 200 cells just from the weapon should be more than enough. also please put at least a symbolic fence on map borders so people (me) don't try to rjump there. Dusk - Green Vaults heh, what's with the backpacks? anyways, i'd probably go with the BA instead of soulsphere, exactly because it's stronger - the map's a grind with just one way flagrooms. Dusk - Flag Island this map probably won't end up in any competition, but it does look charming. might be good fun for pub/casual games. Kassman - Mudman Wonderland what a weird map. i'd put an armor or a soulsphere on top of those winding stairs where a medkit lies now. that's just not interesting enough. :P also i think you got your thoughts on that teleporter mixed up - the red one gives you plasma while the blue one teleports you to the enemy base (or the other way). this should be consistent on both sides. TheMionicDonut - Obvious Filler Map this map confuses me. i think it will end up feeling too mazey and hard to conquer. 0 Share this post Link to post
The Green Herring Posted August 18, 2012 Last WAD update before Nitro. http://www.speedyshare.com/7SWpP/32in24-12-TestingVersion1C.zip Here's a more peaceful update! This time..."This Aggression Will Not Stand, Man" now has impassible linedefs blocking all access to the cliffs, to prevent people from hiding up there."Green Vaults" and "Flag Island" now have their correct sky textures.Tango's updated "Thanks Zero. I'm Okay" has been added, and modified so that both bases have the same double staircases.See you on Odamex Nitro! 0 Share this post Link to post
The Green Herring Posted August 18, 2012 Hey, wait a minute...dew said:Kassman - Mudman Wonderland [...] also i think you got your thoughts on that teleporter mixed up - the red one gives you plasma while the blue one teleports you to the enemy base (or the other way). this should be consistent on both sides. http://www.speedyshare.com/uwySZ/32in24-12-TestingVersion1D.zip Aaaaaand we have an emergency update because Kassman screwed the pooch! His level "Mudman Wonderland" has been fixed so that the blue team's teleporter doesn't teleport you into the other team's base anymore. Sincere apologies for making the Odamex team have to use another update so soon after the previous! 0 Share this post Link to post
Shaikoten Posted August 19, 2012 Bumping to let you all know that the retouch session is LIVE, Odamex Nitro server is still running, anyone who played in Nitro can please leave any comments on maps in here, and you are free to modify any and all maps! Please base all changes off of the most recent version of the testing wad, do not use your old copies--just in case something was already fixed and not in the original. 0 Share this post Link to post
nub_hat Posted August 19, 2012 Here's what I remember from nitro. MAP08 "Look! Wood Textures!" needs some red and blue colors to make it easier to see what base you're in. MAP11 "Scary Flaggers and Nice Sprites" could use some cover in the outdoor section. Player starts on the conveyor belt in MAP13 "Bridge to Nowhere" aren't very enjoyable. MAP14 "Danny Tamberelli's Manboobs" feels a bit bigger than it should be, if you can shrink everything a little bit it should be better. I did enjoy playing it in its current form though MAP16 "Late in Britland" has some crates in the blue base that aren't present in the red base and nobody could figure out how those pillars work. The flag switch in MAP17 "Close Friends!" was hard to find. Most people rocketjumped to the flag. MAP21 "Meatwad Goes to the Super Bowl" has red spawns in the blue base. You can jump over the barriers in MAP24 "Generica". I'm not sure this is intended. Both conveyor belts in MAP26 "Right Angle of Destiny" go towards the blue base. The paths in the middle of MAP31 "Kingdom of Naughty Aeronautics" could be wider. MAP33 "Thanks Zero. I'm Okay." has big HOM/texture bleeds going down the stairs to both bases MAP34 "Obvious Filler Map" had everyone completely lost. You need to make it more obvious where you need to go and the lifts should be much faster. I don't understand why MAP37 "Mudman Wonderland" has player starts in the middle of a pit. There must be a better place to put them. edit: Here's the finished version of my map, changed some items and added a teleporter http://www.mediafire.com/?n5gu7rbvux9z0ef It's too small for proper games but hopefully fun anyway. It's on MAP05 A picture http://i.imgur.com/2eivH.png 0 Share this post Link to post
Xaser Posted August 19, 2012 nub_hat mentioned just about everything I was going to point out, except for this staircase on Hamburglar Hill, which is really hard to get up. The angle should really be facing 'out' rather than 'in' on those rocks, so there's more space to hit the first step. Great map otherwise, of course. ;) Fun stuff, all! Highlights for me were Grey Mainstream Map, Hamburglar Hill, and Not Happy Birthday, though there were other cool ones in odd or goofy ways (Right Angle of Destiny, Mark It Zero) and I had to sit out a few promising ones (Seclatus in particular). so yay, 32in24 0 Share this post Link to post
HumanBones Posted August 19, 2012 A few very brief thoughts on some maps: 10: I really like the bases but the middle should change. Instead of the gigantic rock structure with two separate sides, perhaps a row of lava with one or two bridges. The way it is now makes it very hard to know which way someone is going with your flag. 13: I think you should choose between the conveyor belts and the plasma (hint: choose the belts!) I really do think the map is too small to have plasma. Maybe some rocket launchers, but I would be perfectly fine with all SSG. 14: Way too big, 5x smaller at least, oh my god, etc etc. 19: Really enjoyed this map, although I think with the number of ways out of each base the sphere is overkill. You don't want to give too many advantages, especially with the ring outside the main bases. 20: Are all the spawns in the flagroom? If so, I think this is a bad idea. I could be wrong but I do remember only spawning in there. You can easily die and then respawn very far behind the runner, making it impossible to catch him. If you haven't already, make some spawns near the SSG's at the entrance of each base. In fact I would stay away from spawns directly in the flagroom all together. Overall I had fun, although like dew mentioned in the other thread the timelimit should have been lower for some of the larger maps. Having 2 servers full at the same time was pretty cool, and I grabbed some screenshots (#1, #2, #3, #4). Looking forward to next week and seeing what you guys change! 0 Share this post Link to post
ClonedPickle Posted August 19, 2012 TheGreenHerring: map27 (I think) has a few HOMs related to the weird floor bouncing up and down in the bases. http://imgur.com/a/gXvk0 0 Share this post Link to post
The Green Herring Posted August 19, 2012 The bouncing floor bug has already been fixed in my upcoming update to the level, plus I was there when the bug happened (as you can see in the messages on the screen), but thank you for reporting it anyway. 0 Share this post Link to post
ClonedPickle Posted August 19, 2012 The Green Herring said:The bouncing floor bug has already been fixed in my upcoming update to the level, plus I was there when the bug happened (as you can see in the messages on the screen), but thank you for reporting it anyway. Sorry. I wasn't sure how clear I was and it's hard to read the chat with a rapid killfeed. Processing Control: map26 has a couple of hiding spots that probably shouldn't be enter-able... http://imgur.com/h0r1d 0 Share this post Link to post
IvanDobrovski Posted August 19, 2012 https://www.dropbox.com/s/gxrbhonf2uyv7j7/map20.wad I've made small detailing to the map and I probably won't edit it any further unless there's a crucial bug or unless the map is too ugly or something. Changes : * Replaced the SuperShotguns on the outside of flag room with Shotguns. * Added detail to middle of the bases, added some more flags. * Fixed a bad angle on one of the red spawns. Hopefully it should be better now. 0 Share this post Link to post
Acid Posted August 19, 2012 HumanBones said:19: Really enjoyed this map, although I think with the number of ways out of each base the sphere is overkill. You don't want to give too many advantages, especially with the ring outside the main bases.[/b]Ooh, that's my map! I think I may change the sphere to either green armor or a berserk, though I'll most likely go for the former. Alongside Dew's suggestion, I'm cutting back some of the walls and sticking the torches into the wall. Someone also said that there were too many lifts in the map. HumanBones said:#1, #2,. Looking forward to next week and seeing what you guys change! dat first place 0 Share this post Link to post
The Green Herring Posted August 19, 2012 So, here is the update to my 30-minute rush job, which gives the map a makeover so it no longer looks like a 30-minute rush job. ;) As per dew's suggestions, I also added green armor to each team's base and added thin lifts to the rocket launchers to provide alternate entrances into each base. Finally, the bouncing floor bug discussed in a previous post was fixed. https://dl.dropbox.com/u/6650582/32in24-12/32in24-12_TGH2_updated.zip Title: Go to Hell, Do Not Collect $200 Update Time: ~6 hours Music: "Walking On the Edge" from Castlevania (NES), arranged by Tsu Ryu (https://dl.dropbox.com/u/6650582/32in24-12/cv1s4.mid) 0 Share this post Link to post
Acid Posted August 19, 2012 Here's the final update on my map, unless there's an overwhelming opposition towards the layout etc http://www.mediafire.com/?aksqamn5ak5cakv Changes: -replaced sphere with armor -made center lifts faster -made it easier to enter the lifts when going up the stairs (made it 64px wider) -pushed the torches into the wall -a few misc changes here and there 0 Share this post Link to post
zap610 Posted August 19, 2012 http://speedy.sh/zWfBp/32in24-12-610.wad Now with breast reduction surgery! Okay I cut the map down in half. It only has a P1 start and both sides are red, and missing items. Hopefully this works. I'm going to be working on making it pretty now. 0 Share this post Link to post
dew Posted August 19, 2012 those changes work like magic, guys! also zap, your map suddenly feels much more vertical, haha. also now you can cross the mid really fast by jumping on those bookstands, awesome! the bookstand borders around the mid might be too high, they hide players entirely. can they be just "waist"-high? or much more revealing with just some completely obscuring parts? 0 Share this post Link to post
The Green Herring Posted August 19, 2012 And here's the updated version of my other level. I was going for a semi-classic theme with this level (IWAD textures and aesthetic but more refined), so I didn't do much to the looks in this level besides smoothing out the rock walls a little, and fixing minor texturing errors and inconsistencies. As for gameplay, the players I fought with and against on this level on Nitro seemed to enjoy this level, so all I did was add health bonuses alongside the inner walls of the canyons (suggested by dew over IRC) and make the highest canyons impassible (just in case). https://dl.dropbox.com/u/6650582/32in24-12/32in24-12_TGH1_updated.zip Title: The Battle of Snake Canyon Update Time: ~1 hour Music: Duke Nukem II E1M2 Theme, remixed by Jay Reichard 0 Share this post Link to post
TMD Posted August 19, 2012 http://www.speedyshare.com/dX2G9/HHill01.wad Hamburglar Hill Update time: ~20 minutes Updates: Stairs near plutonia rocks now point outwards Flag room chokes operate together on one switch Fixed an overhead arch on the red side that makes a running jump impossible, unbalancing gameplay. Dynamic lighting! http://speedy.sh/HqcMV/filler03.wad Obvious Filler Map: Update time: ~85 minutes Updates: Wall detail. Lots of wall detail. Teleporter lifts time and speed changed added Plasma gun to tele lifts. Floor detail (NO HEIGHT VARIATIONS THOUGH!) to give some sense of direction No current updates to Splatterday Night, pending further testing. May be moving a few things though. 0 Share this post Link to post
Xaser Posted August 19, 2012 Okay, fixed up both of mine: http://ionline.vectec.net/doom/xa-32in24-12.zip http://ionline.vectec.net/doom/xa-32in24-12_2.zip Aeronautics has slightly wider stairways so hopefully mid won't be so clusterfargy. Bit of visual tweaks, but nothing major required, thankfully. Should be final unless someone finds a glitchbug. WTF CTF is completely detailed now, and the stairs on the sides have been revamped to suck less. They now converge in the middle and have switches that raise/lower the upper parts of the stairs, for maximum dynamicness and gimmick density. [EDIT] Screens for WTF CTF: [EDIT AGAIN] Updated both maps, fixing (yet again) some HOMs in Aeronatics and adding the little "X" logo to both maps. Forgot I haven't been including those even though I told myself I would since PRCP. :P 0 Share this post Link to post
The Green Herring Posted August 20, 2012 <Luca95> TheGreenHerring here is a update of my map http://www.mediafire.com/?3wc29egjjbvyvb6 it adds a better middle and new details 0 Share this post Link to post
Akimbo_Commando44 Posted August 20, 2012 Updates and hopefully finalized version of Meatwad goes to the Superbowl. http://shanghai.the-powerhouse.net/32in24-12_Wartorn2.zip -Visual overhaul (Kind of, it's at least not as boring to look at now) -Added some more health -Tried to add a bit more cover in the mid area -Fixed spawns -Repositioned the teleporter destination of the pits -Adjusted facing of most of the spawns. You're now mostly looking at the direction of the enemy base when you spawn in -Added an extra path in the waterfall area near the flag to make the map flow a little better Note: I changed the MIDI included (it's in the zip) because the other one sounded too low in volume for some reason. The track is "Sleeping Terror" from Lotus Land Story. The map number is still MAP21 because I forgot to change it and wasn't sure if I should've in the first place 0 Share this post Link to post
LexiMax Posted August 20, 2012 Here's my final(?) version of the map. A few layout changes, plus it's fully detailed. https://dl.dropbox.com/u/1446507/wads/alex12-1_4.wad Update Time: ~4.5 hours Many thanks to Dusk for giving me a hand with detailing the map. 0 Share this post Link to post