Sarge
User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > 32in24-12 - It is here. Ready your buns... for burgers.
Pages (11): « 1 [2] 3 4 5 » ... Last »  
Author
All times are GMT. The time now is 09:33. Post New Thread    Post A Reply
Solarn
Member


Posts: 575
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 Aug 12 2012 18:31 #
Solarn is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RottKing
Member


Posts: 406
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 Aug 12 2012 19:05 #
RottKing is offline Twitter account Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
dew
superfiend


Posts: 4231
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 Aug 12 2012 19:08 #
dew is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Shaikoten
Senior Member


Posts: 1159
Registered: 05-04



dew said:
zardozum



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.

Old Post Aug 12 2012 19:15 #
Shaikoten is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
TheMionicDonut
Senior Member


Posts: 1417
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 Aug 12 2012 at 19:48

Old Post Aug 12 2012 19:33 #
TheMionicDonut is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
AlexMax
Senior Member


Posts: 1149
Registered: 01-03


I'm not missing out on it this time.

Old Post Aug 12 2012 19:35 #
AlexMax is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
TimeOfDeath
Forum Regular


Posts: 2875
Registered: 06-06


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

Old Post Aug 12 2012 19:43 #
TimeOfDeath is offline Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Solarn
Member


Posts: 575
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 Aug 12 2012 at 19:55

Old Post Aug 12 2012 19:47 #
Solarn is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
40oz
Forum Etiquette Expert


Posts: 7635
Registered: 08-07


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

Old Post Aug 12 2012 19:50 #
40oz is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Solarn
Member


Posts: 575
Registered: 09-08



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 Aug 12 2012 19:54 #
Solarn is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Processingcontrol
Senior Member


Posts: 1559
Registered: 09-10


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

Old Post Aug 12 2012 19:55 #
Processingcontrol is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Shaikoten
Senior Member


Posts: 1159
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 Aug 12 2012 20:04 #
Shaikoten is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Jimmy
doesn't rhyme with MIDI :(


Posts: 1726
Registered: 04-06


Here's my stupid layout.

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

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

__________________
THE ADVENTURES OF SQUARE

♪ Jimmy's YouTube Channel ♫ - All my recent stuff!
♪ Jimmy's MIDI Bandcamp ♫ - Get my best stuff here!
▲ Jimmy's Blog of Death ▲ - I make terrible posts here.

Old Post Aug 12 2012 20:21 #
Jimmy is offline Twitter account Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Mechadon
Senior Member


Posts: 2321
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 Aug 12 2012 20:37 #
Mechadon is offline Twitter account Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
nub_hat
Junior Member


Posts: 172
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 Aug 12 2012 20:38 #
nub_hat is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 7022
Registered: 01-02



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 Aug 12 2012 20:41 #
esselfortium is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Shaikoten
Senior Member


Posts: 1159
Registered: 05-04


I'll be managing item placement for Mechadon's map and he'll detail it in session 2.

Old Post Aug 12 2012 20:42 #
Shaikoten is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
TimeOfDeath
Forum Regular


Posts: 2875
Registered: 06-06


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

Old Post Aug 12 2012 21:25 #
TimeOfDeath is offline Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
ClonedPickle
Junior Member


Posts: 178
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 Aug 12 2012 21:36 #
ClonedPickle is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
TheMionicDonut
Senior Member


Posts: 1417
Registered: 04-08


I dont think CTF maps ever used exits...

Old Post Aug 12 2012 21:49 #
TheMionicDonut is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
tempun
Member


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 Aug 12 2012 21:56 #
tempun is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
The Green Herring
Community Chest 4 Leader


Posts: 1353
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.

__________________
- The Green Herring

Get Community Chest 4 here!

Last edited by The Green Herring on Aug 12 2012 at 22:54

Old Post Aug 12 2012 21:58 #
The Green Herring is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Tango
Senior Member


Posts: 1821
Registered: 04-06


purgress picher

http://imgur.com/0OH0O

Old Post Aug 12 2012 22:28 #
Tango is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
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 Aug 12 2012 23:26 #
XutaWoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Shaikoten
Senior Member


Posts: 1159
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 Aug 12 2012 23:28 #
Shaikoten is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RottKing
Member


Posts: 406
Registered: 01-04


title: Lost Facility #28
map: http://rottking.unidoom.org/32in24-12rott1m.zip
midi: http://rottking.unidoom.org/fury3_24-d_remix.mid

Old Post Aug 12 2012 23:41 #
RottKing is offline Twitter account Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
ClonedPickle
Junior Member


Posts: 178
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 Aug 13 2012 at 00:26

Old Post Aug 12 2012 23:57 #
ClonedPickle is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
AlexMax
Senior Member


Posts: 1149
Registered: 01-03




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 Aug 13 2012 at 00:43

Old Post Aug 13 2012 00:00 #
AlexMax is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
dew
superfiend


Posts: 4231
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 Aug 13 2012 at 00:12

Old Post Aug 13 2012 00:06 #
dew is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Tango
Senior Member


Posts: 1821
Registered: 04-06


part deux

http://imgur.com/EcdcW

Old Post Aug 13 2012 00:27 #
Tango is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 09:33. Post New Thread    Post A Reply
Pages (11): « 1 [2] 3 4 5 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > 32in24-12 - It is here. Ready your buns... for burgers.

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.