cq75 Posted December 8, 2013 Cross posted this from the Zandronum forums Somewhat old screenshots: https://imgur.com/a/c4wwq NOTE: this is currently being hosted on a 24/7 Zandronum server, Oda server possible if desired. <[IFOC] Server> FastDM Deathmatch http://doomworld.com/idgames/index.php?file=levels/doom2/deathmatch/Ports/megawads/fastdm.zip http://www.ifocserv.net/ftp/wads/fastdm.zip Maplist: MAP01-MAP33 Jumping is highly recommended for most maps but there shouldn't be anything unreachable without jumping. Some maps make use of thing bridges, so be careful about setting some old school flags when playing this. All maps are in Hexen Format, though the following maps don't use thing bridges and could be easily converted to Boom compatible / possibly Vanilla Doom if there's interest in it: MAP01, MAP05-MAP11, MAP14, MAP18, MAP19, MAP26, MAP29, MAP30, MAP31, MAP33 If you have played this, it helps a lot if you leave some feedback, either in this topic or to me over IRC. I will consider your feedback for future projects. 0 Share this post Link to post
cq75 Posted December 24, 2013 r51 is up on the server; most of the texturing was kind of wild on the maps, I toned it down for r51. As always feedback is appreciated. EDIT : screenshots here: https://imgur.com/a/c4wwq EDIT2 : Odamex version http://www.ifocserv.net/ftp/fastdm/FastDM_r51.zip Just as a reminder, this wad could be buggy in odamex, I could use some help with testing it in oda. 0 Share this post Link to post
Evolution Posted December 24, 2013 Will the Zan version also work on ZDaemon? If so, you may also want to post it [EDIT]here. 0 Share this post Link to post
cq75 Posted December 24, 2013 As of right now (r51), the only difference between the odamex and zand version is the file format (pk3 vs wad). ZDaemon doesn't support pk3 format for mods, so the zand version won't work. The odamex version seems to work fine, though. However, I might need to adjust the maps to make them work better in zdaemon and odamex because of jump physics differences so they need some testing. I might post it there later. 0 Share this post Link to post
cq75 Posted December 26, 2013 While testing the odamex version, I found some problems. Unfortunately I didn't know that Odamex doesn't work well with zero tagged lifts, all of the bugs have been fixed, you can find the updated version here r51a does not contain any important changes for zandronum. If you don't play odamex, there's really no difference between r51 and r51a. Aside from that I'm happy to say that all of the jumps are still very doable in odamex (even without Zand's air physics). http://www.ifocserv.net/ftp/fastdm/FastDM_r51a.zip 0 Share this post Link to post
cq75 Posted February 10, 2014 Had time to work on this again, I added more spawns to most of the maps, and fixed some other glitches. Zandronum/pk3 version: http://www.ifocserv.net/ftp/fastdm/FastDM_r52.pk3 Odamex/wad format version: http://www.ifocserv.net/ftp/fastdm/FastDM_r52.zip I think this is getting near final 0 Share this post Link to post
Doomkid Posted February 10, 2014 I've played an older build of this online, and just gave these a quick peek in SP to refresh my memory. -Awesome- gameplay for an FFA with 4 or more people. The player I was online with was whining about "SSG overload", but I think thats rubbish - The weapon placement is fine. Interesting choices visually, very odd, but by no means bad, just unique. It feels like these maps can't decide if they're from this year, or if they're classics from 1996, ZDoom/boom mapping effects aside. I highly reccomend this to both NS and OS players! When it's uplaoded to the archive I'll give this a 5, because you don't come accross maps like these very often. Nice job :) 0 Share this post Link to post
cq75 Posted February 10, 2014 I can definitely sympathize with people who feel that there are too many ssgs, I still wonder if I should have mixed up the spawn weapons, I probably wouldn't do another "every spawn has a SSG" map pack again. It was sort of an experiment and in some ways it worked in that I made some layouts that wouldn't really have worked as well with shotgun or chaingun starts. I'm glad you liked it, the detailing is a little bizarre (I'm still sort of used to Chex detailing), but I'm pretty happy with how it came out. I used only doom and freedoom textures and I tried to come up with themes that aren't the same old thing we've seen a hundred times. EDIT: also, if you are interested in helping test this in odamex please contact me. (DW PM is fine or #IFOC on irc.zandronum.com; leave a message with [IFOC]S if I'm not there as [IFOC]75) 0 Share this post Link to post
Springy Posted February 12, 2014 Good set of maps thus far just remember that the Plasma gun needs moving on map03 (I think it's map03) might not be around to help tomorrow though. I look forward to seeing it completed I just hope it gets a lot of online play seeing as the DM scene seems very miniscule nowadays. 0 Share this post Link to post
cq75 Posted March 2, 2014 FastDM ran on FNF last Friday and it seemed to go well but I'm in the middle of some adjustments to hopefully make it even better with a large amount of players. I had to get rid of almost all diagonal raised spawns so there's quite a few more spawns on the ground now for what will be r53. Some of the raised spawns seemed ok, but I replaced or moved a lot of them. It's about half ground spawns and half raised spawns now in most maps. Seems like it will do better now with the spawns re-arranged. What I'm noticing is that raised spawns seem to to good on corners, and crevice spawns seem to do good on hallways, with the occasional ground spawn near an intense area I spent most of yesterday updating all the maps, I haven't gone through and checked them yet so there could be problems, but if you would like to see what I've fixed so far here's a link: http://www.ifocserv.net/ftp/fastdm/FastDM_r52a.pk3 Significant changes: Revised spawns in almost all maps Changes to MAP03's layout Screenshot: Changes to MAP06's Layout Screenshot: Changes to MAP07's layout Screenshot: MAP16 redetailed again Screenshot 0 Share this post Link to post
cq75 Posted March 15, 2014 Just finished the changes I wanted to make before r53; some minor fixes to MAP25 and MAP07 since r52b As usual the only difference between the zandronum version and the odamex version is one is in wad format and the other is in pk3 format, I might drop pk3 format for the final release. Zandronum version: http://www.ifocserv.net/ftp/fastdm/FastDM_r53.pk3 Odamex version: http://www.ifocserv.net/ftp/fastdm/FastDM_r53.zip 0 Share this post Link to post
cq75 Posted August 15, 2014 sorry about the delay, fastdm is now on idgames/, thanks to everyone who gave feedback. http://doomworld.com/idgames/index.php?file=levels/doom2/deathmatch/Ports/megawads/fastdm.zip Ratings and comments would be appreciated 0 Share this post Link to post