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Afterglow

Skulltag v0.98b level designer credits from 2010 (skulltag_data.pk3)

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Cross-posted on Zandronum forums, for the DoomWiki I've been trying to gather the graphic artist & level designer credits missing for the original Skulltag stock maps, all 57+ of them. Most members active 2003 to 2010 have since run oft so getting this information is proving a challenge now. The other problem being Skulltag's web site, wiki, & distribution never having a thorough level designer credits breakdown post-2003.

 

Knowledge Archives:

 

So far I have contacted Carnevil, Agent Spork, and Mechadon that confirmed their map slots. Carnevil couldn't remember exactly who did the remaining slots. @boris probably didn't bothered to read my monster Discord DM about his maps because... TLDR. So I'm hoping some long-dormant members like @Submerge or @WastedYouth could pop in to help.

 

EDIT: Every credit I gathered is now published on: https://doomwiki.org/wiki/Skulltag_data

 

Below are 3 maps still missing credits, each was added in v0.97b (2006) so I'm fairly sure they were created by Carnevil.

 

D2DM9: Infernal Chamber (edited by Submerge)
U6G7ctFl.jpg

 

D2LMS3: Death Corridor
kO4xrGKl.jpg

 

D2ST1: Doom Keep
BFxDoq4l.jpg

Edited by Afterglow : Remove table now on Doomwiki, show uncredited maps

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12 minutes ago, Afterglow said:

@boris probably didn't bothered to read my monster Discord DM about his maps because... TLDR.

 

I did read it and I did reply.
 

Quote

 

seems correct. I also made another map that got scrapped, it was on slot D2DM8, but got removed going from beta 93 to 0.94b. not sure if that's the one you're attributing to Torn, or if a map by him got in that spot and then removed later (or earlier?), too. there are two screenshots of my map at the bottom of https://web.archive.org/web/20080226032038/http://boris.slipgate.org/?a=doom

 

also my CTF maps have have been updated by someone (don't know who), the other maps seem unchanged

 

according to http://www.skulltag.com/download/files/release/Skulltag Version History.txt "D2DM8: Temple of Pain" was added in 0.96b. Unfortunately that history only goes back to 0.94c

 

 

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Thanks @boris! Sorry for throwing you under the bus as Discord for some reason didn't show the notification highlight indicator for your replies.

 

I think there have been 3 different maps under slot D2DM8 - yours, then Torn's, then Mechadon in 2009.

 

It does seem like the many ST maps had free-for-all edits by the community as if the forum "owned" the assets? My CTF map suddenly appeared in a 2006 release when I had created that unreleased version (of a SacrificeDM map) years early for either CTFDoom or Doombot. I must have shared it on IRC or sent it privately to Carnevil.

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Thanks to Carnevil I've been able to reach most of the core level designers (Agent Spork, Boris, Mechadon, Submerge, WastedYouth) to pinpoint all credits except for 8 maps. I would guess D2LMS2 & D2LMS3 were made by the same person. Metalhead might be the last contact that could finsh this puzzle but I can't find their active email.

 

D2DM9: Infernal Chamber (add'l edits by Submerge)
U6G7ctFl.jpg

 

D2DUEL6: Edge of Despair
D2DUEL10: Human Cargo
D2LMS2: Survival Corridor (add'l edits by Submerge)


D2LMS3: Death Corridor
kO4xrGKl.jpg

 

D2LMS4: Storage Area

D2CTF3: Naked Temple
D2ST3: Blood Fortress

Edited by Afterglow : Remove screenshots for now-credited maps

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Once in a blue moon I speak with Kitty and Metalhead, I’ll ask her if she can help finish this off!

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@Doomkid Yesterday in the Zandronum forum thread Metalhead replied via HeX9109.

 

Last night Wartorn was able to retrieve some old Skulltag forum posts that revealed some credits: D2DUEL6 (Carnevil), D2DUEL10 (Wagi), D2LMS2 (Carnevil & Submerge), D2LMS4 (Carnevil), D2CTF3 (HeavenWraith)

 

That leaves only 3 maps uncredited: D2DM9, D2LMS3, D2ST3

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I came across a couple of WIP versions of the old D2DM8: Temple of Pain on my hard drive, and having replayed them (that and the fact they're sitting in the "Mylevels" sub-directory ;)) I realised that some of the changes between the two versions were actually done by yours truly 

 

Here are the old versions in question:

 

https://www.mediafire.com/file/edmi6c02feyrwsz/torne4a.wad/file

https://www.mediafire.com/file/qjidzey4c78j6mn/torne4d.wad/file

 

In regards to my own contributions, IIRC I added the lights, made the changes to the windows, and added the grey marble wall alcoves.

 

I really like this level, so have no idea why it got removed!

Edited by NiGHTMARE

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On 8/11/2020 at 7:17 AM, NiGHTMARE said:

I realised that some of the changes between the two versions were actually done by yours truly

 

Carnevil also added more details in the released version, most notably around the central elevator.

 

On 8/11/2020 at 7:17 AM, NiGHTMARE said:

I really like this level, so have no idea why it got removed!

 

According to an old Skulltag forum threads I came across, the consensus was the hallways being too cramped and the layout too small for a 4+ player deathmatch sessions. Since 1v1 duel slots were full and people were tired of Torn's level, it was replaced. To be fair, almost every Skulltag map had cramped gameplay space (including my own) considering its player movement speed.

 

D2ST1 / D2ST3

 

I missed v0.97b moving D2ST1 to D2ST3 for a D2ST1 replacement so it's actually the newer D2ST1 missing a credit. http://www.skulltag.com/stmanual/ shows Carn & Lu Wang (what happened to his western TC?) making D2ST3.

 

Edited by Afterglow : remove screenshots

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