Shaikoten Posted January 20, 2019 (edited) On your left, a red marine. On your right, a blue. In the middle, there you are. Green and ready to go. It's time for a THREE WAY, BABY. Welcome to 32in24-17, 3-Way CTF. At the behest of the CTF community, I was asked to run a 32in24 in order to kickstart the 3-Way CTF Game Mode. A few old examples of this style of map exist, but they were mainly untested and janky. That's what YEDS is here for. It's time to commit mapping science. Also making its debut in this 32in24 session is a community project plan. Follow the link below to see the status of the project, get important download links, information on textures and maps, and due dates for submissions and events. If this event is successful I will gladly share the template with anyone else in the community who wants to use it in their own projects! PROJECT PLAN: https://docs.google.com/spreadsheets/d/1I8Lc01h7joLMhhuho_gXfJ12Vij1rr2_M3Vl5CSUgQY/edit?usp=sharing ============================================================ What is 32in24 for those who have never heard of it? We make 32 Doom 2 maps in 24 hours. We get together, have a good time, and compile them. Most of the time there are more than 32 maps too. Any mapper can contribute and learn. Don't be shy. These are speed maps, and the process is designed to give you feedback and allow you to grow and progress in your skills. This is the seventeenth numbered iteration in the series, and we've hosted other events as well. Anyone can feel free to join us on Discord at https://discord.gg/ZQ4k3ea where the mappers chat about their process. ============================================================ THE RULES - Mappers will have 24 hours to make and submit any number of 3-way CTF maps - A second mapping session will be held one week from the original mapping date to refine maps after playtesting - The only resources you can use for textures and flats in the game are those present in doom2.wad and otex.wad https://doom.ukiro.com/otex-downloads/ plus the supplemental textures we will provide in otex_32-17extras_v1.wad https://drive.google.com/open?id=1nvipHwiylIp8fiED6mgbMYwD-Far-YJM Most of these textures are placeholders made by Wartorn that ukiro may revisit for the core otex release. - All completed maps should be posted in this thread with a URL, the map's name (feel free to be silly) and the music desired linked. Make sure all maps play on MAP01, and link the midi file separate from the wad, makes the compiler's life easier. - Maps must work for ZDaemon and Zandronum 3-Way CTF Game modes. Hexen Format is Fine - Maps should be symmetrical and in almost all cases, bases should be rotated 120 degrees. - The team colors in 3-Way CTF are Red, Blue, and Green - 3-Way CTF is targeted for 2v2v2 in competitive games, balance accordingly. - Dew has created a more detailed 3-way CTF mapping guide linked here: https://docs.google.com/document/d/1VNTEIR747ovF2CJfS1VzSX8Ar8G9jMbzIPHheoK0TdY/edit - The following wad is some older 3-way CTF maps for inspiration: http://servers.doom2.eu/zandronum/download.php?file=3wayctf-b4.wad - examples of maps that work well are 00, 04, 05, 09, 12, 18 - Recommended mapping client is GZDoomBuilder, as the recent versions have grid rotation which will allow you to leverage 120 degree rotation more efficiently. https://devbuilds.drdteam.org/gzdbbf/ - To find Three Color Texture Sets look at the Resources tab of the Project Plan. Wartorn put this together and it's awesome and should make your mapping life easier. - Have fun! 3-Way CTF Things Blue flag: 5130 Red flag: 5131 Green flag: 5133 Blue start: 5080 Red start: 5081 Green start: 5083 Edited January 20, 2019 by Shaikoten 21 Share this post Link to post
dew Posted January 20, 2019 Wah, I quickly formatted the rule document because it was editable publicly and copypasted from notepad. 0 Share this post Link to post
Marcaek Posted January 20, 2019 - Maps must work for ZDaemon and Zandronum 3-Way CTF Game modes. It's a unified standard To elaborate, Zdoom Doom in Hexen format should be fine. 4 Share this post Link to post
Shaikoten Posted January 20, 2019 (edited) Have a janky first posted map which is a big old FU to Dew's guide Telethon Triumvirate - https://drive.google.com/open?id=1Nm-VTWV2unWyfBo6y1EoWhZPZCthBiPE A CTF map with no mid and an easily campable exploitable teleporter based spam fest. Project Plan has been updated to reflect this in the Maps tab Edited January 20, 2019 by Shaikoten 1 Share this post Link to post
Shadow Hog Posted January 20, 2019 (edited) I should conveniently share, then, that Volte on SomethingAwful revealed they recently were tweaking some DoomBuilder forks to allow you to reorient the grid. I'll let the original post do the talking: Quote I was working on a Doom 2 map this morning and became frustrated with trying to work on detail in a room that's not aligned to the X and Y axes. So I spent most of the day hacking up GZDoomBuilder-Bugfix a little bit to let me align the grid to an arbitrarily rotated or translated coordinate space. Demo: [There was an embedded WebM here showing it in action; have a link directly to it instead. -SH] My fork is here: https://github.com/volte/GZDoom-Builder-Bugfix (rotation branch) I was also asked to implement it for Doom Builder X: https://github.com/volte/doombuilderx I made pull requests for each. (Original post, if you have an SA account or if the paywall is currently down) I should note that only the DBX Github linked has a release. I don't know if it has the rotation feature built-in yet or not; might do. EDIT: I see this was already mentioned in the OP! Well, shame on me for missing it then. Edited January 20, 2019 by Shadow Hog 1 Share this post Link to post
Worst Posted January 20, 2019 Zdoom Doom in Hexen format maps can use ACS to fix flat alignments in sectors of the map that are rotated off grid. https://zdoom.org/wiki/Sector_SetRotation https://zdoom.org/wiki/Sector_SetFloorPanning https://zdoom.org/wiki/Sector_SetCeilingPanning Example script: #include "zcommon.acs" Script 1 OPEN { int xoffset, yoffset; //Blue base xoffset = 123; yoffset = 159; Sector_SetRotation(10, 120, 120); Sector_SetFloorPanning(10, xoffset, 0, yoffset, 0); Sector_SetCeilingPanning(10, xoffset, 0, yoffset, 0); //Green base xoffset = 131; yoffset = 120; Sector_SetRotation(20, 240, 240); Sector_SetFloorPanning(20, xoffset, 0, yoffset, 0); Sector_SetCeilingPanning(20, xoffset, 0, yoffset, 0); } And you can use a script like this to figure out the right values in-game: //Script for testing offsets in-game using console //puke 666 <tag> <x-offset> <y-offset> Script 666 (int tag, int xoff, int yoff) { Sector_SetFloorPanning(tag, xoff, 0, yoff, 0); Sector_SetCeilingPanning(tag, xoff, 0, yoff, 0); } 2 Share this post Link to post
Joshy Posted January 20, 2019 (edited) I've never played CTF 3-way before but I took a stab at doing a quick mixed design layout. Still untextured mostly, no item placement yet. Player starts are the spawn locations, and coloured torches are the flag locations. I have no idea if it's any good, let me know! Map name: Hardon Collider Occupies Map01, mapped in Boom format. -link removed- Edited February 7, 2019 by Joshy 5 Share this post Link to post
Grotski Posted January 20, 2019 (edited) An Unreasonable Amount of Bushes build time: 4 hours Use sky osky15 music in zip Edited January 25, 2019 by Grotski : added build time 4 Share this post Link to post
TMD Posted January 20, 2019 A perfectly good day for tripping on shrooms has not been wasted after all 2 Share this post Link to post
Gothic Posted January 20, 2019 Map name: Stussy Complex Music: "He's Back" from Duke Nukem 2 Download 5 Share this post Link to post
Philnemba Posted January 20, 2019 (edited) Map name: Chronicles of a Father: Diarrhea Disaster Music: Guile's theme from Street Fighter 2 Due to unforeseen circumstances, I don't have a lot of time today to do my map so this sub par attempt will have to do. 32in2417phil.zip 3 Share this post Link to post
Worst Posted January 20, 2019 Map name: Cuisine Conflict Music (in zip): Maekyss Gorge from Breath of Fire III Download 2 Share this post Link to post
Ralphis Posted January 20, 2019 2 hours ago, Gothic said: a very 90s map 3 Share this post Link to post
Gothic Posted January 20, 2019 Map name: This map doesn't deserve a funny name Music: "Checkers" from Deltarune Download 4 Share this post Link to post
Misty Posted January 20, 2019 (edited) So, seems I won't be able to finish this map, so I'm leaving this here, if someone else wants to finish this or rebuild or transform into something bearable to play, they are free to use this map. Midi, player starts and few textures(needs resource pack) are included in zip. https://cdn.discordapp.com/attachments/532233959942389772/536643954934939650/Mistys_unfinished_map.zip 0 Share this post Link to post
DJVCardMaster Posted January 20, 2019 Map name: King of the Congo Song used: Plutonia MIDI pack MAP01 I'd like to appear as 'DJV' or 'Diego "DJV" Villarroel' in the credits By the way this could be also called Plutonia-Styled Fidget Spinner Download 6 Share this post Link to post
TMD Posted January 20, 2019 https://www.dropbox.com/s/6rja15bzxc8ic8j/TMD_Kevlar.wad?dl=0 Mapname: Kevlar Sombrero Music: flying battery 1 from Sonic mania Build time, five hours 3 Share this post Link to post
Walter confetti Posted January 20, 2019 (edited) 32 minutes ago, DJVCardMaster said: Plutonia-Styled Fidget Spinner It remembered of a fidget spinner, actually. Good name for it. 0 Share this post Link to post
Grotski Posted January 20, 2019 (edited) map name: best instagram nudes music: andrew lloyd webber - any dream will do build time: less than 60 minutes including finding music map.zip Edited January 25, 2019 by Grotski : added build time 4 Share this post Link to post
Xaser Posted January 21, 2019 oops, i forgot to not make a map this year Name: Twisty Business Music: "Atomic" by Jimmy Version: v1 Downloap: grogglogobofink Screenshog: 8 Share this post Link to post
TMD Posted January 21, 2019 mapname: The Dipshit Factory Buildtime: 4 hours 20 minutes music: Sour Nightmares by sɔᴉɯɥʇʎɹnƎ https://www.dropbox.com/s/3p8l4g0h8ub2m20/TMD_dipshit.wad?dl=0 2 Share this post Link to post
Grotski Posted January 21, 2019 (edited) Map name: MMFRGB song in zip build time: approx 1 hour 30 minutes using osky07 mmfrgb.zip Edited January 25, 2019 by Grotski : added build time 3 Share this post Link to post
Baratus Posted January 21, 2019 Name: My Triad is Fully Risen Author: Baratus Build time: ~4 hours Music: "Where iz it?" By Lee Jackson Download: https://www.dropbox.com/s/avz7a65dvd5u8xm/Baratus-Triadv1.zip?dl=1 5 Share this post Link to post
Shadow Hog Posted January 21, 2019 (edited) Name: So Close, Yet... Author: Shadow Hog Build Time: ~12 hours Music: Still undecided, but temporarily "Aquatic Base ~Level 1~" Download: Dropbox Link Screenshot (click thumbnail to expand): I'm feeling a bit iffy on this one tbh. Detailing in particular needs to be way better to differentiate bases, but I guess that'll come at a later point; I just wanted to block out a layout. (Also I'm not sure if jumping is allowed; I'll have to nix the BFG if it isn't.) Edited January 21, 2019 by Shadow Hog 4 Share this post Link to post
Mechadon Posted January 21, 2019 (edited) Name: Yoo Hoo Wrecking Crew Music: https://www.vgmusic.com/file/2ab17020d5e54caa563c13a67b166d9b.html#disqus_thread Sky: OSKY46 Dwonlad: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-yoo_hoo_wrecking_crew.wad Name: Butt Scratcher Deluxe Music: https://www.vgmusic.com/file/3811fa121a08e5fc8e99378d5a657e03.html#disqus_thread Sky: OSKY41 Dnowlod: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-butt_scratcher_deluxe.wad Name: Swirly-o-tron Music: https://www.vgmusic.com/file/07f7fee33529cdec22e9b93d2c76e61a.html#disqus_thread Sky: OSKY37 Dwnoldo: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-swirlyotron.wad *edit* Added music and sky choices. By the way I should note, these are extremely untested and minimally detailed. Unfortunately I got a late start; there's about 6 hours of work between all 3 of these maps. *edit2* Did some better detail work on Yoo Hoo Wrecking Crew + fixed a jumping exploit. Did a tiny bit of detail work on Butt Scratcher Deluxe and tried to give each base more visual differences besides just color. And added some better base distinctions to Swirly-o-tron and fixed the sky horizon. Screenshots and download links have been updated. Edited January 21, 2019 by Mechadon 8 Share this post Link to post
TMD Posted January 21, 2019 https://www.dropbox.com/s/j3m7bkn8hw3kg5v/TMD_trif.wad?dl=0 It's a triforce, IDIOT 3 Share this post Link to post
bonnie Posted January 21, 2019 (edited) after recovering and finding that i now had years to finish the map, i took some extra time to work on it and get some prettiness in there i'm fairly certain my unique design will shape the landscape of 3 CTF doom maps for decades to come please clap name: infernew mapping burnout-ville music: super mario world castle music (no idea where i got it) build time: 5.5 hours (a crushing reminder of how agonizingly slow i am) sky: OSKY06 EDIT: download: bon3wayCTFv102.zip since i have no idea how 3ctf is played, i'll have to wait to see or experience some gameplay to know what steps to take to fix my mess however i'm certain that my tiny, cramped, 24 unit tall stair bases are excellently designed Edited January 22, 2019 by bonnie : updated map to 102 4 Share this post Link to post
Avoozl Posted January 21, 2019 What, there's a 3 way CTF in Doom now, when did that happen? 1 Share this post Link to post