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Solarn
Member


Posts: 564
Registered: 09-08


Alright then, it seems to work properly in Odamex and ZDaemon. I have no idea how Zandronum differs from the other two, since I tend to stay away from anything involving Skulltag. What do I need to look out for that might break compatibility with it?

Old Post 08-12-12 18:31 #
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RottKing
Member


Posts: 362
Registered: 01-04


working on a map, but I'm mostly posting because even though I said i'd stream, I forgot streaming has given me blue screens lately so... that'd be kinda bad if it happened while working on something

Old Post 08-12-12 19:05 #
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dew
experts


Posts: 3618
Registered: 05-08



Solarn said:
Alright then, it seems to work properly in Odamex and ZDaemon. I have no idea how Zandronum differs from the other two, since I tend to stay away from anything involving Skulltag. What do I need to look out for that might break compatibility with it?

zardozum should be able to digest anything the other ports can, because it's based on a much later zdoom version. technically oda supports the narrowest list of advanced features, so it might be wise to always check your map in it at least once to see if nothing's broken.

Old Post 08-12-12 19:08 #
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Shaikoten
Senior Member


Posts: 1151
Registered: 05-04



dew said:

zardozum



http://videogum.com/img/thumbnails/photos/zardoz_4.jpg

THE GUN IS GOOD. THE PENIS IS EVIL. THE PENIS SHOOTS SEEDS TO POISON THE EARTH WITH A PLAGUE OF MEN AS IT ONCE WAS, BUT THE GUN SHOOTS DEATH AND PURIFIES THE EARTH OF THE FILTH OF BRUTALS. GO FORTH AND KILL.

http://www.i-mockery.com/minimocks/zardoz/zardoz05.jpg

Old Post 08-12-12 19:15 #
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TheMionicDonut
Senior Member


Posts: 1190
Registered: 04-08


http://www.speedyshare.com/kH4eD/splatter1.wad

Name: Splatterday Night Fever
Build time: 5 and a half hours
Music: Who Made Who - AC/DC

Last edited by TheMionicDonut on 08-12-12 at 19:48

Old Post 08-12-12 19:33 #
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AlexMax
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Posts: 1115
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I'm not missing out on it this time.

Old Post 08-12-12 19:35 #
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TimeOfDeath
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Posts: 2734
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Can you put more than one flag per colour in your map?

Old Post 08-12-12 19:43 #
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Solarn
Member


Posts: 564
Registered: 09-08


File: http://www2.zshare.ma/2qttzkxeyiz1
Name: Face to Face
Description: it's a very small and fast-paced CTF map made with 4 player teams in mind. I wanted to see how small I could make a map without sacrificing the core gameplay and I might have gone a bit too far. Uses some of the textures from the provided texture pack.
Music: http://www2.zshare.ma/ikor5a4bfkff (midi of Power Field from Mega Man Zero 4)

Last edited by Solarn on 08-12-12 at 19:55

Old Post 08-12-12 19:47 #
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40oz
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Did they all have to be techbase textures? There's no colored bricks or anything.

Old Post 08-12-12 19:50 #
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Solarn
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Posts: 564
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40oz said:
Did they all have to be techbase textures? There's no colored bricks or anything.

Eh? There are a lot of non-techbase textures in the pack. I used some in my map.

Old Post 08-12-12 19:54 #
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Processingcontrol
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Posts: 1553
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Is this map good so far? I want to make sure the layout is okay before detailing.

Old Post 08-12-12 19:55 #
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Shaikoten
Senior Member


Posts: 1151
Registered: 05-04



TimeOfDeath said:
Can you put more than one flag per colour in your map?


Heh. One flag per team.


40oz said:
Did they all have to be techbase textures? There's no colored bricks or anything.


Think creatively! Not everything needs to be pure red and pure blue, in fact we're trying to avoid that. Use accents instead!


Processingcontrol said:
Is this map good so far? I want to make sure the layout is okay before detailing.


Definitely playable, though everyone can assume that some input will come for tweaks after the playtest sessions.

Old Post 08-12-12 20:04 #
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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
Registered: 04-06


Here's my stupid layout.

Name: Sauce Port
Music: I dunno
Build Time: Yes

http://speedy.sh/PgArn/sauceport2.wad

__________________
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Old Post 08-12-12 20:21 #
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Mechadon
Senior Member


Posts: 2215
Registered: 12-06


I noticed this 32in24 session just as I was about to leave with my folks on a trip for a few days. So I made this in about 10 minutes.

http://mekworx.the-powerhouse.net/m...oodtextures.wad

I'm in such a hurry, I didn't even realize this was a layout/detail session at first (thanks for giving me that heads-up Shai). I wish I could do one more layout, but I'm literally making everyone wait on me while I post this :P

*edit*

Oh by the way, I didn't have time to add things (there's only a P1 start). Sorry about that.

Old Post 08-12-12 20:37 #
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nub_hat
Mini-Member


Posts: 89
Registered: 07-12


Title: Water Purification Facility
Music: I'll write something tomorrow if that's ok
Build Time: 4-6 hours

http://www.mediafire.com/?dzorkd23j8xcud0

Old Post 08-12-12 20:38 #
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esselfortium
A Major Doomworld Concern


Posts: 6620
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40oz said:
Did they all have to be techbase textures? There's no colored bricks or anything.

There sure are colored bricks! BRICKM2/M3, BRICKQ3/Q4, BRIKBK1B/R, BRIKBK2B/R, BRIKHUGB/R, BRICK11/11B, BSTONEM2/M3, SP_HOT/SP_HOTBL, STONE2B/STONE2R... There are more CTF-colored bricks than CTF-colored versions of basically anything else in the wad. There's also colored marble sets.

Old Post 08-12-12 20:41 #
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Shaikoten
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Posts: 1151
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I'll be managing item placement for Mechadon's map and he'll detail it in session 2.

Old Post 08-12-12 20:42 #
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TimeOfDeath
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Posts: 2734
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Do exit actions (linedef and sector) work in CTF or do they get ignored?

Old Post 08-12-12 21:25 #
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ClonedPickle
Junior Member


Posts: 166
Registered: 08-07



TimeOfDeath said:
Do exit actions (linedef and sector) work in CTF or do they get ignored?


They would probably work, but as kill triggers instead of exit triggers as that is how source ports tend to do things.

Also, the deathmatch 32in24s specify in the rules to not use exits... I think that's supposed to be implied for CTF.

Old Post 08-12-12 21:36 #
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TheMionicDonut
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Posts: 1190
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I dont think CTF maps ever used exits...

Old Post 08-12-12 21:49 #
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tempun
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Posts: 597
Registered: 08-09



ClonedPickle said:
They would probably work, but as kill triggers
In odamex they can't work as suicide triggers.

Old Post 08-12-12 21:56 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07


Here is one level submission. Fancy detailing will come in later. For now, the gameplay is there, which can be tweaked if needed.

https://dl.dropbox.com/u/6650582/32...n24-12_TGH1.zip

Title: The Battle of Snake Canyon
Build Time: ~3 hours
Music: Duke Nukem II E1M2 Theme, remixed by Jay Reichard

EDIT (2:54 PM PDT): Updated.

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Last edited by The Green Herring on 08-12-12 at 22:54

Old Post 08-12-12 21:58 #
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Tango
Senior Member


Posts: 1687
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purgress picher

http://imgur.com/0OH0O

Old Post 08-12-12 22:28 #
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XutaWoo
Newbie


Posts: 9
Registered: 07-08


Title: Just Out of Reach
Build Time: ~4 hours
Music: Adrenaline in the Blood, by James Paddock

Here's the file, yo.

Old Post 08-12-12 23:26 #
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Shaikoten
Senior Member


Posts: 1151
Registered: 05-04


Added some items to Mech's layout... this one is cramped and frantic.

http://cb-sc.com/doomstuff/32in24/lookwoodtextures.wad

Old Post 08-12-12 23:28 #
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RottKing
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Posts: 362
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title: Lost Facility #28
map: http://rottking.unidoom.org/32in24-12rott1m.zip
midi: http://rottking.unidoom.org/fury3_24-d_remix.mid

http://img839.imageshack.us/img839/5743/screenshotdoom201208121.th.png

Old Post 08-12-12 23:41 #
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ClonedPickle
Junior Member


Posts: 166
Registered: 08-07


<Luca95> http://www.mediafire.com/?2d5bjjjz03jgpki
<Luca95> someone can post my map on the forums for me ?, since I don't have the account activated right now

No idea who this guy is/what the map is titled/anything else about it, just that no one else posted it yet. He's on IRC though!

edit:

<Luca95> ClonedPickle thanks! , the name of the map is "gray mainstream map" , and it tooks me arounds 5 hours to make it :p
<TheGreenHerring> Luca95: And your music is from La-Mulana

Last edited by ClonedPickle on 08-13-12 at 00:26

Old Post 08-12-12 23:57 #
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AlexMax
Senior Member


Posts: 1115
Registered: 01-03


http://i.imgur.com/COXq8l.png

Title: Scary flaggers and nice caps.
Link: https://dl.dropbox.com/u/1446507/wads/alex12-1_2.wad
Midi: Skrillex - Scary Monsters and Nice Sprites
Time To Build: 2 hours 30 minutes, not including time spent playtesting and fiddling with the switch-activated door/lift thing.

Last edited by AlexMax on 08-13-12 at 00:43

Old Post 08-13-12 00:00 #
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dew
experts


Posts: 3618
Registered: 05-08


processingcontrol:
your map layout has one flaw: it's a long noodle. that means if the flagger beats the defender and runs out, the defender has no means of catching him - he can only aim at his back with chaingun or something, but by doing that he's losing distance. the runner will be at sr40/50 and the defender at regular forward run.

so basically, i think you need a teleporter from the base to somewhere around the mid. the telepoter should be caged or something, so it's disadvantageous in most cases, but it'd provide another route for the map except the linear ones you have.


solarn:
heh, interesting. i'll wait and see how this plays ingame. in the meantime, get rid of the invis!!! it enrages some ctf players to the point of qutting life. also your GA's are too close to the lift platforms and go all hover-item. :)

Last edited by dew on 08-13-12 at 00:12

Old Post 08-13-12 00:06 #
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Tango
Senior Member


Posts: 1687
Registered: 04-06


part deux

http://imgur.com/EcdcW

Old Post 08-13-12 00:27 #
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