******* UPDATE AS OF 2/15/2014 1:26AM EST: DMR 2014.wad is near complete (I know I've said that a thousand fucking times...) Doomkid had an online playtesting session with a few people. I'm happy to say that there was mostly positive feedback, with some minor complaints/suggestions. One or two more playtesting sessions from more people should be enough to have this wad submitted to /idgames (Most likely during the beginning of March). Overall, there really isn't much left to this project. The maps are completed. Only a couple need some slight texture adjustment. If I had the opportunity, I would provide every single DMR beta ever made in a timeline starting from when Doomkid established the project, to the ones I made just so you all can see how much this wad has undergone from last year. *******
Hello DMR team and participants. Itís been months since DMR has undergone any significant progress. To anyone who doesnít know, this project started back in March of 2013 by Doomkid92. He eventually relinquished his management over to Joepallai during the beginning of July. Unfortunately, due to his busy life he believes that he is unable to manage the contents of DMR. DMR is not dead, it just has been dormant since September, and as the new project manager, I am determined to get DMR back on its feet.
I strongly believe that DMR has a lot of potential. There is a descent handful of really good deathmatch maps from the latest beta, and it would be a total shame to see them go to waste. However, as Joe Pallai stated before, ďThere are too many maps (roughly 1/3) with bad design elements and/or questionable layouts for this to be remembered as anything other than a project that was put together too quickly and then failed to self-regulate.Ē
The idea of DMR being a 35-level deathmatch map runs the risk of being a recipe for failure, (if done wrong of course). If done right, such as thorough play testing/examination, 35 levels might work out.
I want DMR to have the best maps. If authors who submitted maps in the past that failed to meet the criteria of this project, and are not willing to make revisions to their maps, their maps will be CUT from DMR. Sorry if that seems harsh, but Iím in control of the direction of DMR now.
Right now, things need to be reorganized. For one thing, Iím pretty sure a good amount of people have gone AWOL for quite some time. They either forgot that this project existed or they stopped caring about their contribution to it. I want to tally up whose still involved in the project and who isnít.
I created a list and please let me know if I am missing anybody:
I will be keeping Joepallaiís requirements/rules of each map:
1) The map must be fun to play; well balanced; and engaging over the long term.
2) Port specific features used need to add to the Deathmatch experience in a significant gameplay related manner.
3) Port specific features used need to be 100% cross compatible between these two source ports: Zandronum and Odamex.
4) Gameplay over graphics (unless it is ugly enough that I am forced to make a call on it).
The number one priority is to get all these levels finished up and fixed (if needed).
Last edited by doomguy93 on 02-15-14 at 06:37