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TerminusEst13

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

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No worries, Tango, life always catches people unexpectedly, there's always a delay or two--especially with the holidays rolling around.
And thank you very much, Gothic! I'll give your map another rundown soon--if there's any issues, I'll let you know, and I'll implement both Tango's and your fixes in v0.6.

...speaking of delays, oops, I forgot to post about the new release. Um, sorry! Well, v0.5 has been out for a few days and it's pretty cool.

But phew, was that a hectic little batch of time. Featured on Friday Night Fragfest and pulling in over 50 people, with the overall time frame lasting close to 24 hours...damn! Talk about crazy!
It also gave me a lot of input on how to fix things, where to fix things, what should be tweaked, and etc, and I'm proud that this is probably the most expansive update yet.
Due to popular demand (you people are really interested? Nice), the changelog is now publicly available, and here's all the changes made from v0.4 to v0.5:

Spoiler

FROM V0.4 TO V0.5:
==================
GAMEPLAY:
- Levels that are too bright now automatically give the players items that turn shots translucent, rather than additive.
- Players now have an inventory item that activates a wallhack visor, which allows them to see exactly where other players are located.
- Sudden Death Drones now have their mass halved, meaning they can be pushed about. Taking "damage" makes them forget about their target and wander about for a bit.
- The Gauntlet alt-fire now does a whole -2 recoil instead of -1.

MAPS:
- Thanks to PresidentPeople, Push32 has had the circles slowly peter out in darkness, for easier identification of where you are.
- The height of Push32 has been increased, and players will no longer be scraping against the ceiling after four minutes.
- The grey rocks on Push22 are now colored red, for easier identification of kill floors.
- Push31 has had the height of the cake lowered, less 3D floors, and the platforms brought closer to the center.
- The sudden death drones should now work on Push31 and Push22.
- Everyone now spawns at the same height on Push23. No more spawning next to lava.
- The glowing lights on Push24 have resumed their original jumppad behavior in SpaceDM5.
- The stone walls on Push27 are now different colors than the floor textures, for easier differentiation between floor and wall.
- Now no player spawns on Push16 are on an area sinkable into the floor.
- The small ledges outside the center platform on Push12 are no longer instant kill.
- Push25 has been replaced with Start to Crate, by W1D3A55.
- Push30 has been dramatically rehauled, and both the map and the textures themselves are now much larger.
- Push10 has been replaced with Funs in the Nighttime, by Tango.
- Push11 has been replaced with the Big-Ass Teleporter, by IdeIdoom.
- Push17 now has little babby cacos coming out of the mouth every ten seconds.
- Push33 has been implemented, Coral Circuit by Tango.
- Push34 has been implemented, the Dreadmill by Infirnex.
- Push35 has been implemented, the Nexus by Madokage.
- Push36 has been implemented, Polygons are Inaccurate by Rofl25.

POLISH:
- Player is now slightly smaller, with a scale of 0.9.
- Push32 level now starts off with the "Welcome to zombo.com" message
- The moire texture on Push29 has been recolored to be easier on the eyes.

WHY WE CAN'T HAVE NICE DETAIL:
- The red pillars on Push22 have been lowered so that people can no longer hide behind them.
- The grates on the towers have had their texture replaced with a more easy-to-see-through alternative so that players can no longer hide as easily behind them.
- The tracks on Push08 no longer are above the ground, but are now flat with the ground, so that people can no longer hang on the edge to avoid death.
- The large smoke tower on Push21 has been removed to stop people from hiding behind it.
- The floating skull/cacodemon pyramids on Push23 have been inverted to stop people from camping behind it.
- The hazard pillars in Push24 have been moved to the center island so as to stop people from camping behind them.
- The pillars underneath the middle bridge in Push29 have been lowered so as to keep people from camping behind them.

And with that...we've got a massive seven maps to talk about!



A gorgeous 8-bit cityscape by tango, jump from cyber-rooftop to cyber-rooftop and marvel at the sights below! Also features a whole ton of flashing light. Like, a lot. No, seriously, a lot. I'm fond of them, but those with epilepsy might want to look away.



IdeIdoom made a map called "the big-ass teleporter". It sure lives up to its name. Seriously, that is a big-ass teleporter. This is also a perfect map to coincide with the timing of the wallhack visor, since now you can keep track of exactly who is where!



W1D3A55 has come through with yet another map! In this one, we fail our start-to-crate time dramatically, with any E2M2 fetishist's dream lining the walls everywhere.



Can it be? An underwater level that isn't shit? Tango pulls through again, creating a beautiful and intricate layout six knots under, with more than enough platforms to keep players hopping.



Just in case you wanna work off those pounds you gained on the massive cake level, here comes Infirnex with the Dreadmill, with very few safe areas and a whole ton of chaos!



Is this the real life? Or is this a dream? Well, no matter, battle it out in the void and nexus of the popular indie game Yume Nikki, in a wonderful and surreal map by Madokage!



After Friday Night Fragfest, a lot of people were calling for larger maps...and Rofl25 has provided exactly that. Here we have easily the most massive map in the roster, with tons of room for tons of people to run about in!

As always, thanks for playing, and I hope you guys enjoy.

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This wad has single-handedly made me start playing Zandronum again. Like most great games, Push gives you a simple concept yet mastering it takes time and there are nuances that are surprisingly complex. Push is as addictive as it is fun, and given a fair chance, it will keep you coming back for more.

There are a few things that could be touched up, I think. The maps are a bit of a mixed bag, though most of them I'd rate as above average and I can think of at least 5 that I thought were fantastic. I'd also like to see a bit more variety, for instance, what about a Push racing map? I don't know the map numbers off hand, but I'll go through them later and give more indepth feedback. I also think that the fists are a bit too weak. The alt-fire is fine, but the main attack was something I never found myself using unless it was 1v1 and someone else used the fists. Would it be possible to punch away the alt-fire of the gun with the fists, given a well timed punch? I think that would make the fists a more viable option!

At any rate, Push is fantastic and I'm going to be playing it for a long time. I hope this becomes one of the cornerstone mods of the Zandronum community.

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Gothic: Damn, this looks really gorgeous. I like it a lot. There's a few tweaks I'd like to make to it, though, if you don't mind--the ceiling is definitely way too low, and it's very easy to hit the tip of it with rocketjumping. Likewise, the buildings outside of the battle arena are a bit easy to confuse with the buildings you can jump on--while this may be because of the aforementioned low ceiling, since I sincerely doubt they'll be confusable once the ceiling is raised, it might be good to darken them up a little as well.
Aside from that, I love this map to death, and would definitely be happy to include it. :D

MP2E: A few other people have been suggesting a reflective alt-fire with the fists as well, and I quite like that idea! For the next build, I think I'll do exactly that, thank you.
Are there any maps that stand out in particular that have any major issues?

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I thought that getting a megawad's amount of maps in just a little over a week was crazy, but here I go away to work on DemonSteele for a month and suddenly we're getting close to double the size of a megawad.
I thought things would be settling down a bit, but nope--if anything, that just opened the floodgates, and people are submitting stuff in gusto. Some of it's some really rad stuff! Others are good attempts, and for every map I've accepted about two more were rejected.

Still, as always, thank you all very much for your work. Push would have been absolutely nothing without you guys eagerly jumping on board and making this what it is.
The changelog is absolutely massive this time, and we've got a bloody 13 new maps for you guys to peruse through happily.



Whoah, too lewd! From the perverse mind of Mystical comes a map as titillating as it is tightly-knit--expect to be slung into walls and then the floor. Well, I say "titillating", but (sorry to all the pervs out there) this map is strictly PG. You'll have to look elsewhere for your porn.



Phew, I dunno where you're from, but down here we're getting temperatures that are freezing! Thankfully the Push guys, gals, and beepy thingies don't have to worry about that, and Universal-Quantifier has created a snowy little romp for everyone to throw down in.



UnholyPimpin makes another return with another incredible map, the Fusion Reactor powering up...something. What the hell kind of machine[ uses lava as an energy source?!



Aahh, UnholyPimpin brings back good ol' memories of enemies bickering at each other. ...they're dead and ghosts, mind, so they won't be affecting you, but they don't seem to mind you jumping around their lair.



GuardSoul is an unbelievably talented mapper, and this crazy thing just proves it. Oh, man, look at that laser shooting off into the sky! Wait...just look at it. Don't get near. I think you'll regret it if you do...



Mystical takes off from the strip bars into outer space, bringing together a cosmic arena with wild gravity. Sometimes you'll find yourself weighed down like a rock, other times you'll be floating along the surface of the moon. Be careful...!



It's mandatory to include at least one Void-inspired map in any big project, and IdeIdoom delivers with gusto. We, however, promise a unique experience by virtue of...um...hmmm. Well, we have a floor.



Everyone wants to be This Guy, and that includes Gardevoir, who made a map in tribute to This Guy's greatness. Only his platform will remain inert, while all the others will sink down over time. Watch your step...!



The far, far future of 2000 is here, and it sure is...silver. Gothic gives us a glimpse of the crazy cyberpunk future, and I can guarantee you'll be hopping from building to building grooving to the music.



Super Smash Bros. came out recently, and it's a damn fine game. Gardevoir agrees, being the man of good taste that he is, and we get the classic tournament-ready arena--wait, hold on, wasn't this tiny arena designed for just a few people?!



Looks like smoke_fumus hit a nasty spot of luck! This entire neighborhood's been hit with a catastrophe, and all that's left are a few ruined buildings, scraps of street, a whole ton of water, and a jammin' tune.



Gardevoir thinks that Tekwall4 is easily the greatest texture in all of Doom history. Personally, I've been more a fan of fireblu, but...



What levelset would be complete without a dedicated ice world? Infirnex delivers the cold goods, with more than 3/4s of the map being a nasty slippy-slidey bastard-fest that makes even a recovery landing dangerous!



HOO BOY. You guys just keep on churning out quality level after quality level. This is amazing, and all of you guys are amazing as well!

I HOPE YOU GUYS LIKE CHANGELOGS

Spoiler

FROM V0.5 TO V0.6:
==================
GAMEPLAY:
- Cacodemons on Push17 are easier to hit and no longer so stupidly aggressive.
- The explosion radius of the grenade has been increased by 16 units, for slightly easier recoveries.
- The alt-fire of the gauntlet is now capable of reflecting shots away from the player. It's not graphically visible until a Zandronum bug is fixed, but it's an actual thing now nonetheless.
- Weapon switching is now a little under twice as fast.
- Both weapons' alt-fires had their WRF_NOSWITCH times slashed in half, meaning players will be able to swap to a different weapon much faster.
- The visor now tracks people better, updating its position in half the time as before.
- The Push laser speed has been increased from 400 to 450, and its radius increased from 3 to 4.
- The Push laser now fires straight at the crosshair, rather than 8 units underneath.
- A drawing utensil has been implemented as an extra key for the people who think of Push as a multiplayer MSPaint simulator.
- The F1 help screen is no longer the best but now is much more informative.
- The Doom pistol is now removed from the player on map enter.
- Deathmatch support has been implemented. It's a little wonky and isn't perfect until the engine can track who pushed who off, but it's a decent little timewaster in the meantime.
- The lightamp of the wallhack visor worked in Software but didn't work in OpenGL. Not sure why. Until I can figure out why, it's been removed.


MAPS:
- Absolutely nothing about Push28 was changed.
- The teleporters on Push11 have been lowered and their textures changed, for easier jumping-into and location differentiation.
- Push33's amount of actors has been dramatically cut down to a third of what it was, and filesize was reduced from over three megabytes to barely 1.6. This should help make the map less laggy.
- Push27 has been expanded and the center arena filled in. This should make the arena more difficult to recover from, and slightly more difficult to get knocked off.
- The center platform in PUSH04 has been raised so people can react easier to trips. The outer ring has been expanded so one simple nudge doesn't throw people off, but has lowered so getting thrown off requires more reaction.
- PUSH35's main arena was made smaller, and the walls stretched further out. It should be easier to knock people off now.
- PUSH36 has been dramatically ensmallened and now can actually be recovered from.
- PUSH36 now has a defined ground texture.
- PUSH17 has smaller walls to make it easier to recover and a few floating platforms for a little bit of Z-axis action.
- PUSH30 has had the laggy pyramids removed, and many many more spawn points placed throughout the area.
- PUSH30 now has many more platforms spread out and about.
- PUSH34's silos have been expanded for more safe ground.
- PUSH32's pillars now have black edges.
- PUSH32's floor texture now has a noise filter for easier identification.
- Several floating platforms on PUSH10 were removed and the buildings moved in closer, for a tighter arena.
- The killfloor on PUSH10 has been brought up quite a bit for easier recovery.
- PUSH10 is no longer a horrible lagfest on Software.
- PUSH15 now has a visible floor.

- A new map, the XXX ImpBar by Mystical, has been added at Push37.
- A new map, Insert Cool Pun Here by UniversalQuantifier, has been added at Push38.
- A new map, Fusion Reactor by UnholyPimpin, has been added at Push39.
- A new map, Could'a Gotcha by UnholyPimpin, has been added at Push40.
- A new map, Tritium Extractor by GuardSoul, has been added at Push41.
- A new map, Star Beam by Mystical, has been added at Push42.
- A new map, 'Void the Colors by IdeIdoom, has been added at Push43.
- A new map, Sinking Feeling by Gardevoir, has been added at Push44.
- A new map, The Future of the Year 2000 by Gothic, has been added at Push45.
- A new map, Battlefield by Gardevoir, has been added at Push46.
- A new map, I Left the Faucet On by Smoke_Fumus, has been added at Push47.
- A new map, I am TEKWALL4 by Gardevoir, has been added at Push48.
- A new map, Ice Ice Baby by Infirnex, has been added at Push49.


POLISH:
- Push10 was renamed to "Above the 8-Bit Freeway" and Push33 renamed to "Atlantis Highway", as per author request.
- Push27 now has lava balls spurting up every now and then.
- The lollipops in PUSH31 are now transparent, and the alignments on the chocolate bar were fixed.
- UnholyPimpin has added a nice little touch to PUSH17, in honor of our Cacoward. Thanks, mate!
- PUSH34's skybox has been tweaked to look a little prettier.
- The doublejump indicator now has text on it to identify that, yes, this is for double-jump.
- The doublejump indicator now empties out when used instead of vanishing.
- A new M_DOOM logo has been provided by Smoke_Fumus and MrSetharoo.
- We have a new D_DM2TTL song, Push & Pull by ((dynamic)).
- Menu browsing, chatting, and connecting now have their own unique sounds.
- If lms_allowedweapons is not 0, it will automatically be set to 0.
- A few errant textures on PUSH18 have been fixed.
- The scan visor has been edited to be centered.
- The floor in Push13 is no longer bugged.
- PUSH17's sides now are a different shade of red than the floor, for easier differentiation.


WHY WE CAN'T HAVE NICE DETAIL:
- PUSH06's lower platforms have been raised up to prevent people from camping there.
- The mushroom platform in PUSH10 has been removed.
- People were camping in the corners around Push30's stairs. These have been replaced with bottomless pits.
- The ledge behind PUSH30's Mike portrait has been removed, as people were hiding there.

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hoooooly shit those new maps look amazing. hot damn. Term, I assume the map33 update was using the newest version I posted in the thread a while back?

edit: not sure why I bothered asking that question, just looked at the damn thing myself haha

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Ya know, in the 20 years I've been playing Doom, I've seen Shovelware, Conversions, Compilations, Megawads, and Extended Megawads (Ultrawads?), but this project may be a legitimate contender for "first released Gigawad", 64 maps or more (also called a Hyperwad by Phobus). I know PSX Doom Lost Levels has 70+ maps right now, but the energy seems to be here right now. So, more maps! More maps! Make some history!

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Maybe an 100 limit? That would be a nice achievement.

And speaking of maps (like we always do) I had some ideas and time to make 2 more maps:

1- Serpent Riders' Playhouse
http://i.imgur.com/TdXZYNK.png
A little tribute to the Serpent Riders trilogy, although Hexen 2 was boring as shit.
Down

2- Pushenstein
http://i.imgur.com/4oKQBnI.png
This is more an experiment rather than a legit submission, feel free to reject if it doesn't suit the project.
load.

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If we're talking about chronologically first, then I think the honor of "first gigawad" would have to go to Jumpmaze with its 64+ maps--though, admittedly, all of its maps are separated into different pk3s...

Still, 64 maps would definitely be wonderful to aim for--I've got a few map ideas kicking around that I want to take a stab at, and Lord knows people are coming up with creative ideas and gimmicks to base their maps around.

Speaking of gimmicks, wow, that Pushenstein map! It's definitely extremely experimental, and it shows--a few maps have had some killwalls going on, but I think this is the first to be 100% killwalls. I'm not sure people are going to like the lack of vertical movement and the constant visual conflict of lava walls against brick and metal, but...well, I'm willing to give it a shot just in case. I'll throw it up on a testing server and see what people think of it.
Who knows, maybe it'll be sexyawesome?

On the other hand, that Serpent Rider map! MMmmmmmmmMMMMMMMMMMM, beautiful. Beautiful beautiful beautiful, it's amazing. I love the music, I love the design, I love the theme, I love the gimmick. It's a magnificent map, THOUGH I MAY BE SLIGHTLY BIASED due to loving Heretic and Hexen to death. This is definitely going to be included in the next build, hands down.

Thank you very much for your submissions!

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So, remember that talk about 64+ maps? YUUUUUUP, looks like we've hit it! Push is now officially a gigawad!
I'm still having a hard time believing it. 70 maps? 70 maps! Seventy fucking maps! I remember back when I was excited with just the prospect of 32 maps, "oh man if this could reach megawad status that would be incredible". Well, just half a year later, and suddenly we're double that.
We have maps to cater to every single taste, now. We have large maps, we have small maps, we have vertical maps, we have horizontal maps, we have hazardous maps, we have simple maps, we have fun and chaotic maps, we have straightforward and skill-based maps, we have Hexen maps, we have Doom maps, we have food maps, we have gameshow maps, we have spoopy maps, we have retro vidya maps, and more.

Thank you. All of you. This is unbelievable. This really is a testament to the power of the Doom community, banding together from across the world for one simple mod and blossoming it into something that everyone can play.

Unfortunately, with that I think it's probably best to say I will not be accepting map submissions forever. Right now, I'm setting a tentative cutoff at PUSH99.
While that's not to say people can't continue making maps and/or map for different game modes (the guys in #doomtwid were experimenting with Domination, which I think might be interesting), the main pk3 is going to stop at 99 maps. I think that's going to be more than enough for most people, and while I would love to keep going...well, you know what they say about too much of a good thing. :D

In the meantime, though, we have a whopping 20 new maps to show off to people, and a monumental changelog!

CHANGELOG FROM 0.6 TO 0.7:

Spoiler

GAMEPLAY:
- Surfing is no longer as obscenely exploitable as before--when a player bounces repeatedly in mid-air without landing, he will eventually stop bouncing and will just plummet.
- Players are now always bright, for ease of visibility at longer ranges.
- Drones are now faster, fire faster, and their shots speed up. There are also more drone spawns on certain maps.
^- Push08
^- Push19
^- Push10
^- Push11
^- Push15
^- Push18
^- Push21
^- Push22
^- Push24
^- Push31
^- Push45
- Changing/swapping maps while in non-DM modes no longer renders the players invulnerable.
- Sudden death drones now only show up in Last Man Standing/Team Last Man Standing.
- Push is now compatible with and playable in ZDoom/GZDoom! I don't know WHY you'd want to, but there you have it!
- Respawn protection now is taken away as soon as players fire, so players are now able to rocketjump out of the gate.
- p_playerdrones has been added as a cvar. When enabled, when the player is on his final life (and sv_maxlives is above one), he will be turned into a drone to chase down the remaining players as he sees fit.
- p_nohazards has been added as a cvar. When enabled, all randomized dangers or map-changing hazards will be disabled. This affects maps:
^- Push04
^- Push16
^- Push17
^- Push27
^- Push32
^- Push34
^- Push42
^- Push44
^- Push60
^- Push61
^- Push63
^- Push69
- Push weapons no longer support autoaim.
- The push laser was made one tic slower, but bolts now travel over 1.5x as fast. This should easily help its role in long-ranged nudging of opponents trying to recover.
- If sv_nomedals is not turned on, it will automatically be turned on.

MAPS:
- Push11 now has both drone spawns and projectile blocking boundaries.
- Push19's been given the Presidential Treatment:
^ More efficient method of keeping players off the counter (an invisible 3D floor) end
^ Fixed the alignment of some pyramid light textures
^ Blue ring platforms are now fully lit and 125% wider
^ Raised ceilings above some 3D floors slightly, so they appear on the automap
^ Filled the large window in with glass. The center pane remains open
^ Fountains now launch players up
- Push20's boundaries have been shortened by 2056 units.
- Push27 now has a drone spawn.
- Absolutely nothing was changed about Push28.
- Push30 no longer can teleport lasers into infinity.
- Push32 now has darker borders around the circles to indicate position.
- Push33's center mountains have been removed, and the mountains have been moved to the outer portion of the map. To address camping, there is now an ocean drift on the outside of the map--get thrown out there, and you'll start drifting away!
- Push34's platforms have been trimmed and the belts sped up.
- Push34 has many more spawnpoints now.
- Push35 no longer has player spawns outside of the play boundary.
- Push38's layout has been squeezed in a slight bit, for easier mobility.
- Push42's gravity now resets every time the map restarts.
- Push42's gravity will now always adjust by at least 10%.
- Push43's killfloor has had its depth increased, so it's no longer as easy to trip into it.
- Push46's skybox is no longer obscenely fuckhuge filesize.
- Push47's camp spots have been removed.
- Push47's miscolored water has been colored properly.
- Push49's boundaries have been shortened and the main layout has been expanded.
- Push49 no longer has the water bobbing up and down.

- A new map, Ichikishimahime Says Keep Your Water Clean by Kurashiki, has been added at Push50.
- A new map, Coffee Break by PresidentPeople, has been added at Push51.
- A new map, Ship of Fools by UniversalQuantifier, has been added at Push52.
- A new map, Samhara Trench by IdeIdoom, has been added at Push53.
- A new map, Dwango 2015 by Gardevoir, has been added at Push54.
- A new map, Burn Baby Burn by Infirnex, has been added at Push55.
- A new map, Jazzy Nostalgia by IdeIdoom, has been added at Push56.
- A new map, Bullseye by Sgt. Shivers, has been added at Push57.
- A new map, Heifong Virtual Arena by Marty Kirra, has been added at Push58.
- A new map, Push-Mortem by Untitled, has been added at Push59.
- A new map, Castle of Griefing by PresidentPeople, has been added at Push60.
- A new map, Serpent Riders' Playhouse by Gothic, has been added at Push61.
- A new map, Island Retreat by PresidentPeople, has been added at Push62.
- A new map, Wild is the Wind by Infirnex, has been added at Push63.
- A new map, Acid Killer by UniversalQuantifier, has been added at Push64.
- A new map, 7th Hell by Gardevoir, has been added at Push65.
- A new map, Gimmick! by Deadon, has been added at Push66.
- A new map, The Strongest Spirit by Guardsoul, has been added at Push67.
- A new map, The Longest Push by Infirnex, has been added at Push68.
- A new map, Gardie's Crazy Game Show! by Gardevoir and Guardsoul, has been added at Push69.
- A new map, Peaceful Hexagon Realm by Yholl, has been added at Push70.

POLISH:
- Sgt. Shivers has provided the best titlepic.
- All SNDINFO entries have been separated by map.
- Push19 had had a massive wipe of polish across the entire board, with more effects, prettier textures, and some new additions.
- Push24 now has over double the banners. Thanks to everyone for submitting!
- Push31's HOMs behind the banner has been removed.
- Push34 now has rain and lightning.
- Push30 now has a Startropics enemy wandering about.
- Push38 has been given its proper skybox.
- Several misaligned sectors in Push43 have been re-aligned. Not all of them, but quite a few.
- Push48 has been given more even lighting across the board.
- All cvars have been changed to properly accomodate cvarinfo. Note that their prefix has been changed from push_* to p_*!
- The Push Gun now has A_GunFlash in both of its states, so as to accomodate skins with custom firing sprites.
- The gauntlet now deals 100 damage, for those that insist on playing Push in co-op.
- Difficulty settings have been removed.
- For singleplayer (why?) purposes, Push maps now have their own episode entry.
- Push43 has had a LOT of texture alignment.
- All of the scripts have been converted to named scripts.
- The Push Gun sprites have been given a nice draw-over by Fuzzball Fox! Thank you!

WHY WE CAN'T HAVE NICE DETAIL:
- It's no longer possible to dive into the Cacodemon's mouth in Push17 and hide there.
- The edges of Push31's banner have been pushed against the cake.
- It's no longer possible to hide behind the house in Push38.
- The torches in the Push38 house's corner have been brought in, to keep people from butthugging the corner.
- The hole in the center of Push39 has been risen up, and the pillars pulled back.
- It's no longer possible to hide under the center platform in Push42.
- It's no longer possible to hide in the pillars in Push41.

And with that, let's talk about the maps.



Kurashiki would like to let you know that Ichikishimahime says to keep your water clean! According to a quick google, Ichikishimahime is an elder kami that watches over the seas in Japan, so...yeah, you should probably do what she says.



Tired after a long, hard day of dealing with nerds over the internet? Need to kick back at your computer and have a refreshing snack to get you going again? PresidentPeople offers you a reprieve of sugar and caffiene in this delicious map Coffee Break!



Pirates are awesome. Every mod should have a pirate in some form. UniversalQuantifier noticed the distinct lack of pirates in Push and decided to rectify this with the Ship of Fools!



Here we've got a map split in two! One side of the map has more safe spots on the floor, the other side of the map has more rocks to run back and forth on. An interesting gameplay divide by IdeIdoom, for the Samara Trench!



Love it or hate it, Dwango 5 map01 is irrevocably carved into the history of Doom multiplayer. Gardevoir comes with a tribute to it, Dwango 2015! Now if only we could get a tracker version of that incredible song...



Just in case you were feeling a bit too cozy in those wide-open maps with lots of area, Infirnex decides to throw everyone into a sauna. Closed-off walls, thin railways, and lava lava lava everywhere--it's time to burn, baby, burn!



Floating platforms bobbing up and down have always been any platformer's worst nightmare. Here they come in full force, with IdeIdoom peppering hovering and moving platforms across a vast expanse of...whatever that yellow shit is. It's Jazzy Nostalgia!



After all of the fancy textures, beautiful layouts, and fine detail that other maps have had, Sgt. Shivers' latest submission may look primitive. Ugly, even. But the Bullseye is no cakewalk--the floor gets more slippery the further in you go, and in the very center the hole yanks you in with increased gravity!



Marty Kirra makes his mapping debut and does so with style! The Heifong Virtual Arena is stylish and dangerous, a remnant of the undernet that every hacker wants to get into, but nobody wants to be seen in. Time to kick everyone else out and get the place to yourself!



Everyone knew this map was coming. Everyone did. The only question is who would be the one lucky enough to claim it--and our winner was Untitled! Everything you know and love from the dreaded Map24 has been recreated with painstaking care, and I'm sure everyone is very eager to walk the narrow walkways and tiny pillars once again. Hey, at least in Push-Mortem, you can recover off the ground if you fall!
(Wait, wouldn't this fit more in push24?)



Straight from Hexen, PresidentPeople brings some scenery straight from the game into Push's eager claws. Welcome to the Castle of Griefing, where you get Serpents trying to shoot at you, Afrits trying to knock you down, and that last goddamn clock gear hiding somewhere in Timbuktu.



Ohhhh hell yes. Not to reveal my bias too much, but I love this map to death. Gothic has hit paydirt with this one, and I can tell it's going to be a real hit among the players as well. In the Serpent Riders' Playhouse, you're going to be fighting not just each other but also the dreaded Chaos Sphere as well...



You know, I'm starting to think that PresidentPeople just really likes kicking back. First it was a resort hotel, then it was tasty donuts and coffee, and now it's an Island Resort! 'Fess up, mate, you just want everyone to let their guards down, huh?



Infirnex throws the players into the madhouse once again, this time with a windy canyon. Yeah, that number up top isn't for show. Every minute, the wind will change in strength in direction, throwing players wherever! Wild is the Wind, indeed.



So how exactly do you refine toxins? UniversalQuantifier is here to fine out, with a processor...refinery...engine...thing set in a wide field of green glop. Oh and there's two rotating instant-kill beams of energy that's stirring up the lovely fluids. It's an Acid Killer, and it's gonna cause a whole ton of trouble.



Gardevoir brings his own little slice of Hell with him in this. 1994 textures and little bits and pieces of traditional Doom layouts all slapped together into one massive arena, the 7th Hell. Yes, that name is just a terrible reference. I thought it was funny.



Mr. Gimmick was an interesting game on the NES that never got any major love. Thankfully, Deadon is here to remind us all about it, and while it's surprisingly light on any, Gimmick is still a solid arena with fast-paced fighting!



Guardsoul wants to know how your spirit is. Is it a weak spirit or a mighty spirit? This map's size will put it to the test, because it's a map made for grand showdowns and final battles. Who will have The Strongest Spirit?



I suspect Infirnex may be a bit of a fan of this mod. He's running strong with the most maps submitted, and The Longest Push is yet another strong entry. A take on Quake III's The Longest Yard, complete with jumping pads and little advertisement banners! No Quad Damage, though. Sorry.



Do you like game shows? Do you like craziness? Gardevoir and Guardsoul have teamed up to create Gardie's Crazy Game Show!, where you roll the dice, test your luck, and grab an item or two to help out in nuking others. Fly around, become invulnerable, stop time, or fire even faster!



Yholl has created a peaceful realm. It is peaceful, and filled with hexagons. It is a Peaceful Hexagon Realm. Won't you come and stay a while? What's the worst that could happen?



...oh, I also should probably announce a new feature as well.



You know how in Last Man Standing, after you die you get kicked to spectator and are forced to just kind of stand there, watching everyone derp around aimlessly?
Well, have we got a feature for you! A new cvar has been implemented, p_playerdrones--after a player loses, instead of getting kicked to spectator they instead use their last life to become a playable drone.
While they're still out of the game and have lost, they can still flit around and harrass the remaining players, firing lasers at them, drawing LEWD THINGS on the walls, or just floating around beeping in their face and being a general nuisance. Even losers can contribute to the game now!

(NOTE: Keep in mind this is an optional cvar that defaults to off. While it's great for party play or fun among mates, for serious and/or competitive play it doesn't work very well. Please use responsibly!)

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If there's gonna be a limit, I think you should make the final map, as you made the first one.

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I know this is gonna be bad bumping a 5 year old thread, but does anyone have a link to the mod as none of the links are working.

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Look up ''Push'' on Doomseeker, and you'll be able to download the file from the server itself.

Or search for a thread on the Zandronum forum, it's probably there as well.

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Go to https://allfearthesentinel.net/zandronum/wads.php

Click on 'Filter' at the top.

In the 'WAD' field, type 'push'.

You should immediately get a drop-down list of all the push files on the server.

Select the one you want. Move the the right and click the 'Apply' button. You'll get the link for the file.

v0.7 was the last official version released.

Notice there is a 'v0.7-drawfix' file Marcaek uploaded with updated Decorates and a PUSH42. Not sure if it was test or official. You'll have to check the Zandronum thread for that.

Notice also there is a 'v0.8beta' and a recent 'communityaddon-v2' with additional maps. Those weren't posted here. Again, Zandronum thread.

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