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Shaikoten
Senior Member


Posts: 1151
Registered: 05-04


OK guys, great job! We are in FEATURE FREEZE now! Any maps you upload here should be part of the existing list, and only contain fixes that effect gameplay. You can fix HOMs, out of place blue/red spawns, showstopping bugs, sourceport incompatibilities, but no adding any new features, gameplay, or detail. Our priority is to get this ready for wide open testing and compiled. TheGreenHerring is our compiler for this session, as he has been for the past several too, so please address concerns with regards to compilation to him in #32in24.

Old Post 08-13-12 05:50 #
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esselfortium
A Major Doomworld Concern


Posts: 6619
Registered: 01-02


I've just updated the texture wad with a bunch of bugs and oversights corrected, including some coloring oddities (like the blood flats) or major inconsistencies in various textures (like the black marble) and the addition of a few things that were missing (like black marble flats, and red comp2).

Get the latest version for a slightly enhanced texturing experience when updating your maps next weekend!

edit: Updated again with better/more marble at 5:44 am. Bedtime!

Last edited by esselfortium on 08-13-12 at 10:44

Old Post 08-13-12 08:38 #
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Shaikoten
Senior Member


Posts: 1151
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<Luca95> Shaikoten here is a update of my map http://www.mediafire.com/?85xj4f1457h8l6b , if fixes a couple of textures and a blue flag spawning in the red base.

Old Post 08-13-12 17:41 #
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TimeOfDeath
Forum Regular


Posts: 2734
Registered: 06-06


btw my map needs zdoom physics on Odamex for the rocket jumping

Old Post 08-13-12 17:49 #
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Whoo
Forum Regular


Posts: 887
Registered: 04-07


Just noticed a lift in the red base of my map didn't work.

here be the fixed version

Old Post 08-13-12 17:49 #
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Solarn
Member


Posts: 564
Registered: 09-08



dew said:
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. :)


Aww, but I like trolling CTF players with invis. Also, I thought I fixed those damn hovering items. I guess I forgot to save the change.
http://www2.zshare.ma/040iudm6sf9s Here's the fixed version.

Old Post 08-13-12 18:13 #
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nub_hat
Mini-Member


Posts: 89
Registered: 07-12


My map was missing a texture in the blue base. This is a fixed version
http://www.mediafire.com/?uypuqfudt2k5p70

Here is some music for the map
http://www.mediafire.com/?zl9x9wti4nw8lh4

Old Post 08-13-12 20:19 #
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tempun
Member


Posts: 597
Registered: 08-09


I hope you guys aren't going to pull a Ralphis and fill 3/4 of the wad with junk.

Old Post 08-13-12 20:21 #
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Tango
Senior Member


Posts: 1685
Registered: 04-06



tempun said:
I hope you guys aren't going to pull a Ralphis and fill 3/4 of the wad with junk.


you mean a deathz0r?

Old Post 08-13-12 20:32 #
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Ralphis
IDL Founder


Posts: 3737
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tempun said:
I hope you guys aren't going to pull a Ralphis and fill 3/4 of the wad with junk.


DRINKIN THAT HATERADE

Old Post 08-13-12 20:42 #
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ClonedPickle
Junior Member


Posts: 166
Registered: 08-07


Just realized I'm an idiot and posted a .mus file instead of a midi for Where Iz It. Here's a midi.

Old Post 08-13-12 21:40 #
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lupinx-Kassman
Senior Member


Posts: 1409
Registered: 10-06


Updated my map with better weapon placement.

Old Post 08-13-12 23:58 #
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dew
experts


Posts: 3618
Registered: 05-08


Skillsaw - This Aggression Will Not Stand, Man

i like the layout of this map, both bases and the mid are interesting and intertwined and stuff, just what people like. that said, the mid and the flag position just PROVOKE rocketjumping, players will be flying all over the open space... and that is why you must remove most, if not all of the health. definitely remove the two medkits at the green armors and keep just one at the lower entrance. turn the ones in the upper entrance into stimpaks, nuke everything else. those medkits give the rjumpers an extreme advantage and it'd get too easy to maintain enough health for blasting yourself across the map. oh, and lose any cell ammo, 200 cells from the plasma should be enough (remember, NM skill is the standard and multiplayer, erm, multiplies ammo pickups even more.) i love the soulspheres tho!


The Mionic Donut - Splatterday Night Fever

we discussed stuff, so i'll wait for your next version if you decide to implement those changes.


Solarn - Face to Face

i had very little time last night, so i just pointed out the obvious, now i had a second look. this will be totally frantic and hopefully fun, however. the plasmas can be grabbed by jumping into the crates from the ground level, dunno if that was intended, but it will mean a lot of spammmmmmm. also i know the RL is quite hard to get, but it still allows you to rocketjump easily from flag to flag. this is considered a showstopper at most times, so i'd suggest to ditch the RL entirely, put plasma at that spot and instead of plasmas, use something you won't mind players will bump-grab from the ground level. :) the only cool jumping trick that should be kept is jumping to the "green armor" elevator from the shootable elevator, then to the flag (or vice versa, although there's that walkover line making that harder... which is a good thing for slowing down runners).


Jimmy91 - Sauce Port

this is a big one, so it's harder to predict flow and heat zones and weak points, etc. i don't see anything wrong with it, though, so i think i'll wait and see how it plays in playtesting. i do kinda wonder what it'd do to the map if the blood/water was slightly corrosive... :)


nub_hat - Water Purification Facility

weird shape is weird, hah. i'll tell you the same what i told xutawoo: i miss teleporters that'd tie the upper and lower route together. this way if you pick one route, you embark on a lengthy quest of no soon return, which might be catastrophic for your team if you picked the wrong way. also connecting these "wings" by teleporters creates strategic routes and headgames and juking... which is always cool in ctf. if not overdone, i mean. also it wouldn't be a bad idea to add more of those windows you have at a few places to make the map less mazey. it kinda feels like you wanted to do more of them, but didn't have the time/energy. they'd definitely make the map... clearer and tactical instead of hide&seek and comparing reflexes.

Last edited by dew on 08-14-12 at 01:44

Old Post 08-14-12 01:01 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07


http://www.speedyshare.com/x7wKF/32...ingVersion1.zip

Here is the first testing version of 32in24-12. All levels are arranged in the order they were posted in this thread, with one exception: "Obvious Filler Map," which was posted after "Thanks Zero. I'm Okay." on IRC, and thus is MAP34. The only differences in these levels from the versions originally submitted in this thread are that I rebuilt the nodes on "This Aggression Will Not Stand, Man" and "Mark It Zero" because they had zero-byte REJECT lumps, plus I fixed a stray blue flag on "Mark It Zero"; and that I fixed minor bugs in "Meatwad Goes to the Super Bowl," "Flag Island," and "Mudman Wonderland" concerning player starts and flags in the wrong bases.

Apart from that, get ready to use this for testing! Special thanks to everyone who made these levels! Great work!

__________________
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Get Community Chest 4 here!

Old Post 08-14-12 04:05 #
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Bucket
ROCK & LOAD
COCK BEEN BLOWED
IN YOUR MOUTH,
MANJUICE EXPLOAD


Posts: 4989
Registered: 01-04


GOD FUCKING PANTS DAMN IT
Seriously, someone needs to PM me or something when the next one happens. I had time to work on it, too.

Old Post 08-14-12 04:29 #
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Shaikoten
Senior Member


Posts: 1151
Registered: 05-04


We miss you Bucket :( Maybe if someone needs to bail on next session this Sunday you could work on detailing, rebalancing, or bugfixing?

Old Post 08-14-12 04:58 #
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BloodyAcid
Senior Member


Posts: 1301
Registered: 09-11


There seems to be problems with missing textures CTYSTCI4 and METLT02, in maps 09,10,11, and probably a few more.

Also, there are blue lights near the red flag in MAP12 (Hamburglar Hill) :)

Sweet maps. I installed Odamex for this

Old Post 08-14-12 05:46 #
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Processingcontrol
Senior Member


Posts: 1553
Registered: 09-10



Shaikoten said:
We miss you Bucket :( Maybe if someone needs to bail on next session this Sunday you could work on detailing, rebalancing, or bugfixing?

I won't have computer access Sunday, so he can work on my map if he wants.

Old Post 08-14-12 05:52 #
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Tango
Senior Member


Posts: 1685
Registered: 04-06


bucket you wanna do detail on stewboy's map? i'll be gone so i wont have time to finish it

Old Post 08-14-12 05:53 #
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Bucket
ROCK & LOAD
COCK BEEN BLOWED
IN YOUR MOUTH,
MANJUICE EXPLOAD


Posts: 4989
Registered: 01-04


Well, I'll try to be available next Sunday then.

Old Post 08-14-12 06:16 #
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TheMionicDonut
Senior Member


Posts: 1189
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I have a few too many red flags on map34 (hurf durf) Both of those are meant to be spawns of their respective base color.
I also forgot to change the team oriented textures in the red base on map12. BloodyAcid pointed this out already

Last edited by TheMionicDonut on 08-14-12 at 08:48

Old Post 08-14-12 06:45 #
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esselfortium
A Major Doomworld Concern


Posts: 6619
Registered: 01-02


Updated the resource wad again to fix a bug with two different marble flats having the same name. Oopsie. Same url as always: http://essel.spork-chan.net/wasd/32in24ctf-tex.zip

Old Post 08-14-12 07:02 #
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Solarn
Member


Posts: 564
Registered: 09-08



dew said:
Solarn - Face to Face

i had very little time last night, so i just pointed out the obvious, now i had a second look. this will be totally frantic and hopefully fun, however. the plasmas can be grabbed by jumping into the crates from the ground level, dunno if that was intended, but it will mean a lot of spammmmmmm. also i know the RL is quite hard to get, but it still allows you to rocketjump easily from flag to flag. this is considered a showstopper at most times, so i'd suggest to ditch the RL entirely, put plasma at that spot and instead of plasmas, use something you won't mind players will bump-grab from the ground level. :) the only cool jumping trick that should be kept is jumping to the "green armor" elevator from the shootable elevator, then to the flag (or vice versa, although there's that walkover line making that harder... which is a good thing for slowing down runners).


Hmm... I never noticed the plasma thing, because I forgot to test the map using jumping. The rocketjumping thing I knew about, but it is a bit cheap, now that I think about it. How about if I replace the RL with a plasma like you suggested (and the rockets with some other ammo) and the plasmas with super shotties?

Old Post 08-14-12 07:42 #
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tempun
Member


Posts: 597
Registered: 08-09



Ralphis said:
DRINKIN THAT HATERADE
ANYONE WHO PUTS >40 MB OF MUSIC IN DM WADS NEEDS TO BE BANNED FROM COMPILING ANY WADS. SERIOUSLY. IF YOU WON'T CHANGE YOUR WAYS I'LL HAVE TO RESORT TO EXTREME MEASURES
xD

Old Post 08-14-12 12:46 #
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tempun
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Please clean the junk from the wad. 20mb is too big.

Old Post 08-14-12 12:48 #
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tempun
Member


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The Green Herring said:
I rebuilt the nodes on "This Aggression Will Not Stand, Man" and "Mark It Zero" because they had zero-byte REJECT lumps
So what? Don't they still work? Performance impact of not having a reject should be approximately zero.

Old Post 08-14-12 13:15 #
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dew
experts


Posts: 3618
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Solarn said:
How about if I replace the RL with a plasma like you suggested (and the rockets with some other ammo) and the plasmas with super shotties?

that should work just fine. and it might be hilarious to watch people throwing themselves en masse at those crates, haha.

Old Post 08-14-12 15:28 #
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Solarn
Member


Posts: 564
Registered: 09-08


Alright, swapped out those weapons, there will be no more rocket jumping shenanigans. Here's the new WAD: http://www2.zshare.ma/syo4kns65a71

Old Post 08-14-12 16:44 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07



tempun said:
So what? Don't they still work [with zero-byte REJECTs]? Performance impact of not having a reject should be approximately zero.
It's not for performance reasons, but because some source ports will crash if the level they're trying to load has a zero-byte REJECT lump. This, at one time, included Odamex. I've taken to fixing zero-byte REJECTs for safety reasons.

Old Post 08-14-12 17:25 #
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TheMionicDonut
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tempun said:
Please clean the junk from the wad. 20mb is too big.


Somebody needs to clean their tempun.

Old Post 08-14-12 17:50 #
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