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TerminusEst13

[Zandronum] Push - Griefing Made Legal (G-G-G-GIGAWAD)

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We've all done it. Seen a player hanging next to a precarious precipice. One single shot of your gun...and down he goes to his death.
There's just something so primal, so simple, so fun about that.

Push is a Last Man Standing gameplay modification I shat out in an hour replicating exactly that. In Push, your goal is simple: Knock enemies off onto instant-death floors, and stay on the arena as long as possible. Gameplay emphasizes skill and quick reflexes above all else. Get accurate and knock enemies off into pits. Figure out how to survive being thrown into the abyss. Think fast and act faster, and you just might be the last one standing.
You're given absolute minimal equipment so you can focus on strategy. Laser guns that do no damage but have extremely high knockback, Primary fire shoots a laser that doesn't do a lot of push, but is very accurate and very, very fast. Secondary fire lobs an energy grenade that has short range and arcs downward, but has massive amounts of knockback and can rocketjump like nothing else. Gauntlets that can send people careening off into the distance with a single (lucky) blow. And a double-jump to help with recovery.

It's all so simple. So, so simple. And it's short, too--matches barely last any longer than three minutes. Any longer, and drones come in to mop up whatever people remain.
Interested in some popcorn fun? Interested in pushing people around? Or just interested in trying something different?
Give it a shot. You might like it.



Download: http://www.best-ever.org/download?file=push-v0.7.pk3 (61.7 megs)
Dropbox Mirror: https://www.dropbox.com/s/vae6c2d8xu6m55c/push-v0.7.pk3
Server: :: [BE] Montreal :: Push It to the Limit
IRC channel: #anakeion (on Zandronum network, obviously)

MAPPING INFORMATION:
Spoiler

If you're interested in helping with Push, the biggest thing we could use at the moment is maps. We already have 70, but the more the merrier.

Mapping for Push is extremely simple, considering how the maps are all basically just "large arena and instant-kill floor". Detailing and fancy work is generally minimal, emphasis is on making an arena with an interesting layout and easy-to-maneuver architecture.
I dumped out the first map in, like, ten minutes and people seemed to like it. Weird!

If you're so inclined (and we would deeply appreciate your efforts), requirements are as follows:
- Hexen or UDMF format (UDMF preferred).
- Instant-kill floor.
- Very large layout. Most maps are generally around the 10240-unit limit.
- Tracker music. Tracker music has both high quality and a small filesize. If you're not familiar with tracker music, don't worry and I'll pick a track for it.
- Don't make goatse.
- Yeah...
- That's pretty much it.
- I'm gonna get some hot chocolate.

Please either post submissions in the thread, pm them to me, or post them in the IRC.

CREDITS:
Spoiler

- Gun sprite drawn by Sgt. Shivers.
- Laser trails by ijon tichy.
- Double-jump system by ijon tichy.
- Player sprites edited from Mars 3D and Strife.
- Dunked smoke from Marathon.
- Defense Drone sprites by Revae.
- Push laser sprites by Eriance.
- Force Gauntlet sprites by Riet.
- Critical error code coded by Kyle873.
- Push grenade sprites from Freedoom.
- hudmessageonactor by Caligari87.
- Pusher Cacodemon on Push17 by IdeIdoom.
- Falling stars on Push42 coded by KeksDose.
- p_playerdrone ACS coded by Marrub.
- Powerup graphics for push69 from:
^- Doraemon: Minna de Asobo! (Time freeze)
^- Take 2 Heaven (Cloaking device)
^- Mega Run: Redford's Adventure (Flight, Double firing speed)
^- All Kamen Rider: Rider Generations 2 (Extra Push)
^- Legend of Zelda: Skyward Sword (Invulnerability)

- F1 help screen and intermission images drawn by Sgt. Shivers.
- M_DOOM graphic by Mr. Setharoo and Smoke_Fumus.
- D_DM2INT is from Extreme Pinball.
- D_DM2TTL is Push & Pull by ((dynamic)).
- Other music is credited in MapInfo.

- PUSH02, PUSH04, PUSH09, and PUSH57 by Sgt. Shivers.
- PUSH03 by Roman6a.
^- Textures from Quake (except for the lava).
- PUSH05 and PUSH18 by Dewce.
- PUSH06 by DRL 3.33.
- PUSH07 and PUSH14 by OnePunch-Man.
^ PUSH14 textures by Agaures.
- PUSH08 by Mike12.
- PUSH10 by Darsycho.
- PUSH11, PUSH43, PUSH53, and PUSH56 by IdeIdoom.
^- Textures by Cyb, taken from void.wad
- PUSH12 by Aquasa.
^ Skybox taken from Cybercrime 3.
- PUSH15, PUSH17, PUSH39, and PUSH40 by UnholyPimpin.
- PUSH16 by Seryder.
- PUSH19, PUSH32, PUSH51, PUSH60, and PUSH62 by PresidentPeople.
^ Duke3D textures, water fountain and palm tree sprites from Realm 667.
^ Folding chair and potted plant from Doom Vacation.
^ Sky from PSX Doom TC.
^ Sand texture from Armageddon2v63.
- PUSH20 by Combinebobnt.
- PUSH21 by Hypnotoad.
^- Duke3D textures taken from Duke Nukem 3D, obviously.
- PUSH22 by Butt_Ghost.
^- Textures taken from cc4-tex.
- PUSH23 and PUSH26 by W1D3A55.
- PUSH24 by Esselfortium.
- PUSH26 by gaydad420.
^- Skybox from Sonic Advance 2.
^- Water from Metroid Fusion.
- PUSH27, PUSH45, and PUSH61 by Gothic.
^- Textures from Quake.
- PUSH28 by Sgt. Shivers, Kyle873, Seryder, and TerminusEst13.
^- Textures from HacX.
- PUSH29 by Lego.
^- Textures from Mega Man 8-Bit Deathmatch.
- PUSH30 by MrSetharoo.
^- Textures from (where else?) StarTropics.
- PUSH31 and PUSH50 by Kurashiki.
- PUSH10 and PUSH33 by Tango.
^- PUSH10 textures taken from 8-Bit Deathmatch.
^- Water texture by didy.
^- Sky texture taken from Odamex CTF.
^- owall and oconcr taken from Ola Bjorling's Darkening E2).
^- Vegetation taken from Exhumed, Captain Toenail, and didy.
- PUSH34, PUSH49, PUSH55, PUSH63, and PUSH68 by Infirnex.
^- Ice textures taken from Mageslayer.
^- PUSH68 textures taken from TXGREY
- PUSH35 by Madokage.
^- Textures from Yume Nikki.
- PUSH36 by Rofl25.
^- Textures from Smash Bros. N64.
- PUSH37 and PUSH42 by Mystical.
^- Textures taken from HDoom and his big fat windy bottom.
- PUSH38, PUSH52, and PUSH64 by UniversalQuantifier.
- PUSH41 and PUSH67 by GuardSoul.
- PUSH44, PUSH46, PUSH48, PUSH54, and PUSH65 by Gardevoir.
- PUSH47 by Smoke_Fumus.
^- Textures from Shadow Warrior and Duke Nukem 3D.
- PUSH58 by MartyKirra.
- PUSH59 by Untitled.
- PUSH66 by Deadon.
^- Textures from Mr. Gimmick.
- PUSH69 by Gardevoir and Guardsoul.
- PUSH70 by Yholl.
^- Skybox by plums.

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Bloody hell five maps in one day. Thank you all very much for your contributions! I'm very, very glad to see people are so interested in this.

FIRST UP

Replacing the existing Push22, Butt_Ghost has painstakingly redesigned it from the ground up to be smoother, sexier, and sweeter all around!



Next up, from the ancient archives of SpaceDM5, EsselFortium has graciously allowed one of his maps to be edited for use in Push!



Next up, from Zandoomer W1D3A55, comes a lovely little outdoors romp and a series of risky jumps across treetops and rooftops!



Next up, from the interestingly-named gaydad420 comes a retro map harkening back to ye olde age of Super Mario Kart, with lots of colorful blocks and a multi-tower battleground!



Finally, from mapping veteran Gothic comes a fascinating and deadly series of lava pillars guaranteed to wreck your shit ten ways to Sunday.



Whew! That's a whole lot of incredible talent and a whole ton of new stuff to play on. We're at 27 maps now...and the project's only been worked on for a week! Can we reach a full megawad map status with 32 maps?

NEW DOWNLOAD: http://www.best-ever.org/download?file=push-v0.2b.pk3
NEW SERVER: :: [BE] Montreal :: You're pushing my buttons, kid.
NEW CANDY:

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Oh jeez, this reminds me of Unreal Tournament back in the day where you could launch other players into space with the Pulse Rifle. Good times.

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Ah-hah, well, if you're interested in mapping...I'm extremely interested in seeing what you can put out!

Mapping for Push is extremely simple, considering how the maps are all basically just "large arena and instant-kill floor". Detailing and fancy work is generally minimal, emphasis is on making an arena with an interesting layout and easy-to-maneuver architecture. Making a lot of pretty architecture tends to actually work AGAINST the map, because it gives people a lot of nooks and crannies to camp in.
We have a lot of first-time mappers coming in and a lot of their maps are really, really good, so if any of you newcomers are interested then please don't feel shy about lack of experience.

If you're so inclined (and I would deeply appreciate your efforts), requirements are as follows:
- Doom in Hexen or UDMF format (UDMF preferred).
- Instant-kill floor. (Obviously)
- Very large layout. If you want an overall "how large", most maps are overall generally around the 10240-unit limit, give or take a few thousand units. Most of this will be the killfloor, obviously. The actual arena itself sometimes averages out around 5120x5120.
- Tracker music. Tracker music has both high quality and a small filesize. If you're not familiar with tracker music, don't worry and I'll pick a track for it. If you want to browse through options, then modarchive.org, snesmusic.org, or scenemusic.net/demovibes for options.
- Don't make goatse.
- Don't make a giant penis.
- Yeah...
- That's pretty much it.

Please either post submissions in the thread, pm them to me, or post them in the IRC.

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hell yeah. gives me a chance to use some of my favorite modules that I've long wanted to use in a map. I'll see what I can come up with :D

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tl;dr: damn, man, 32 maps

Spoiler

Man, oh man, what a crazy ride this has been.

It’s been…what, a week? Two weeks? Barely any time at all since I started trying to throw a friend off a cliff with some grenades and got the idea for this. And in such a short amount of time, an amazing amount of people have come together to provide a slew of different interesting, entertaining, unique maps for this.

I’d originally just started fiddling with this out of boredom, taking an hour out of DemonSteele to have a giggle with a mate. And yet, somehow, it exploded in popularity. Server is active, people are playing it, a metagame has developed, and it’s even going to be featured in this week’s Friday Night Fragfest. And, of course, the maps. Oh, the maps. Tons of different people came together to throw together maps for this.

Overall, though, I’m amazed, I’m baffled, and I’m humbled.

I’m amazed. I’ve never actually had anyone come map for me before—when I put out the original PUSH01 map, I fully expected that would be the only thing it ever gets.
I’m baffled. Out of all the mods people like, this is the one that grabs the people’s gaze? I spent maybe an hour on this, at most, just a silly thing while waiting for a friend to finish a sprite for DemonSteele. Even now, I barely touch the base gameplay, I mostly tweak and adjust maps. There are hundreds of other mods more in-depth and detailed than mine, probably more deserving of attention.
I’m humbled. But, in the end, you guys chose this one. And you gave me miles upon miles of support for it, and decided it’d be good to do your own stuff for. This is a testament to the power of the Doom community—you guys can take a dumb little mod by one nerd with one gun and one map and suddenly it blossoms into a major deal with its own maps and its own player sprites and a server constantly hopping with people and everything.

Damn.

What can I say to that?

You’re all incredible. Every single one of you.

Thank you. Thank you all very, very much.

BUT ENOUGH ABOUT THAT

We've got another five incredible new maps from people. And boy, oh boy, are they real winners.



From the combined efforts of Sgt. Shivers (textures/art), Kyle873 (ACS work/directing), Seryder (layout), and yours truly (um...moral support?), comes probably my favorite map of the bunch. Can you figure out the secrets that have been plaguing the Doom community since its inception?!



Push has been getting some attention across the border, too! Well, "across the border" meaning "a different community entirely". From Mega Man 8-Bit Deathmatch veteran LegoCS comes a port of his map, expanded and polished dramatically for greater Push play!



And here comes the bright new talent as well. From aspiring mapper and entertainment connoisseur MrSetharoo comes a map porting the underworld from StarTropics into a play field. Wait...I don't remember the Underworld looking quite like this.



For a more literal interpretation of "across the border", everyone's favorite adorable-Cacodemon Japanese artist Kurashiki made a map as well! Everyone give her a hand! Would "domo arigato" work in this case? Or "arigato gozaimasu"? Either way, thank you very much!



WELCOME...TO ZOMBO.COM
ANYTHING IS POSSIBLE...AT ZOMBO.COM
AT ZOMBO.COM, ONLY YOUR IMAGINATION IS THE LIMIT
ALSO THE CEILING
AND PROBABLY THE FLOOR, TOO
Thanks to PresidentPeople for making such an interesting and fun map!

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oshit, still working on my map. shouldn't take too much longer. are you capping it at 32 though?

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Nope, not capping it at 32.

In the future I may end up putting additional maps in a separate pk3 to facilitate easier downloading?
...But that's a later "maybe" thing. At the moment, mapping's gates are still open, and I'm more than welcoming anyone who'd like to submit stuff. :D

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excellent! I had kind of hoped to finish this earlier in the day before FNF but ah well. glad to hear that though, I'll hopefully have this all finished up tonight!

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I was working on another more seriously-themed map but kind of hit a road block with that one, so I took a break from that and made this 8bit one. credits to G0dCells for the original 8bitdm and all the textures used

download

edit:

updated the map to fix a few little visual things:

new download

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So, this is a lot of fun. It's one of those things that is easy to learn, hard to master. Excellent job on this.

By the way, I'm absolutely going to make a pizza map :D

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Bloody hell, Tango. That is...unbelievably pretty. I love it. I love it! I can tell this is definitely going to be a favorite in the roster, thank you so much!

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Reiterating how nice that map is. The full black floor on some of those platforms, though. Dire need of something easier to tell apart from the skybox

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thanks guys :D I feel you on the platform color, I'll see what would be best to change that. also one of the player dm starts (the southern central-most one, on one of the blue grid platforms) seems to spawn me on the insta-kill ground and not the platform, any ideas why this would be? D:

edit:

updated to make the building tops flashing green instead of black! because there were just not enough flashing surfaces already. should otherwise be identical to before

https://www.mediafire.com/?emvjua6kx7jqxn7

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decided to make another map today, still haven't worked on my other one since friday though, so who knows if I will actually finish that. anyway though, this one is a bit bigger in filesize unfortunately, and I may have gone a little overkill with some of the vegetation. it runs ok on my computer, but I'm not sure how it'd be online with a bunch of other players. if you end up needing to delete some vegetation, if you don't want to do it all by hand, either I can do it, or, using GZDB, you can find all of one of the vegetation types, delete all of that kind, and then highlight all the remaining vegetation and randomize what plant type it is (ie highlight all remaining, right click to open thing dialogue, highlight the 6 or 7 or whatever different vegetation types, and click ok to randomize). anyway here's the map:

download

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Just popping in to say those screenshots are fantastic! Wonderful use of colors. I gotta get in an online server!

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That looks just as beautiful as before, tango--incredible work on it!



Only major problem I can find is that right in the center of the map there's some broken geometry. That being said, though, this is still an incredible submission and you did some fine work on it.

Also I still love the hell out of the gorgeous 8-bit map, but initial testing has shown a little problem. The big method of recovery a lot of players use is being able to rocketjump off of a killfloor with their double-jump, and making the floor a void makes this incredibly difficult, since the players don't know exactly where it is to fire the rocketjump from.
Would you be all right if I tweaked it a little to put the flashing streets from the skybox on the floor of the map itself?

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thanks :D hmm. I'll have a look at the geometry and see what can be done there D:

regarding the 8bit map, I actually initially had it that way but afterwards decided to put the floorlights in the skybox because I thought it looked nicer, but because I thought it might need to be reverted eventually, I left the original sectors there, but changed all the floors to sky. so if you look at it in DB you should be pretty easily able to see where the streetlights originally were, and just paste those in the right spots over the sky textures. iirc the offsets are also intact, so all it should need is just some texture pasting. you're more than welcome of course to implement whatever changes you see fit! (that applies to either map, I'll try to fix the underwater bugs right now though)

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Ran push8bit and pushlantis with software mode on (I know, right) and damn, these maps don't like it. Big ol' FPS hits whenever I look down, or to the centre of the map from the edges on pushlantis. For the most part, seems like software dudes can play this without issue, I couldn't get my framerate to drop on any other maps except PUSH15.

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hmm. I can see why pushlantis could lag for sure, weird 8bit would do that though. I assume this is with the skybox as the floor?

also sorry I'm so slow Term D: when I said "I'll try to fix the underwater bugs right now though" I apparently meant two days later, gonna see what I can do now

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I went ahead and fixed the geometry issues on pushlantis, as well as removed at least a good 50% of the vegetation. it still lags a bit on software for me, definitely much less than before though. if you feel it ought to be cut back more please by all means feel free to do so!

download

also also, if the title of the 8bit map could be changed to "Above the 8bit Freeway" instead of the silly title it has now that would be great :D also actually at this point the underwater one ought to just be named Atlantis Highway I think

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