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Xindage

Rework in FreeDM maps

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Welcome to in-dev FreeDM section!

I'm Xindage, and i'm going to do a total rework in FreeDM, major target is Fix the themes of all maps but it include everything from replaces to minor fix.
This is going to happen in all or mostly FreeDM maps.
If you guys have suggestion post there, i'll read all, since any feedback counts.
If you're not even a mapper you can help this topic sending me your personal review and it may be posted there.
This topic will be aways updated whit new features!

<<READ-ME>>
I'm not wanting to be the ruler of freedm or something like it, i love this project and i CARE for it, but i really apreciate if i can work whit us guys, but i'm here to help only.

>> Few maps dont here dont have screenshots because maybe it wont changed much, so non-relevants screenshots is going out, the full gallery can be found here: https://postimg.org/gallery/1o35eneks/

<< Map list so far >>
DM01 - The Armory -> Major rework, now it look less Dwango still having the outside near the same, internal parts was moved around, more stairs was added for flow and bfg now is leaded by teleport, it make the player more vulnerable.

Author - ???, Xindage and Xcopy
Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm01.wad

Spoiler

DM01S1.png

DM01_S2.png

 

DM02 - Natural Station -> Was mostly itemplacement fix, before the weapons was near all togheter making teamdm mostly frustating for who dont dominate that areas, the excess of things was removed and a new place was added to suit the missile launcher.

Author - ???
Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm02.wad

Spoiler

DM02_S1.png
DM02_S2.png

 

DM03 - Unnamed - Theme improvement, now it looks a more classic and brown, bfg was added and the secrets removed making the gameplay more fast and simple.

Author - Xindage
Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm03.wad

Spoiler

DM03_S1.png
DM03_S2.png

 

DM04 - Steel Instalation - Major rework, everything was changed, layout item placements and theme now it looks a heavy metallic base whit tech around whit green bricks, excess of itens was removed and everything is in diferent places except from plasma rifle.

Author - ???
Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm04.wad

Spoiler

DM04S1.png

DM04_S2.png

 

DM05 - Bricked Up - Replaced, actualy the old version was made by me but i dont fell of editing that will make it better so i removed and replaced whit a polished version of 2 years old CT_BrickingIt_V2.wad, also this version not break vannila limits anymore, original topic https://www.doomworld.com/vb/post/1330406

Author - Captain Toenail
Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm05.wad

Spoiler

DM05_S1.png
DM05_S2.png

 

DM06 - Ranek Santuary - Major rework, only a few of this map can be recognized, everything was changed to look like a "Something Egipty" making a heavy use of TNT textures, nothing to say about the changes since like i told EVERYTHING changed there.

Author - Catoptromancy and Xindage
Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm06.wad

Spoiler

DM06_S1.png
DM06_S2.png

 

DM07 - Main Stronghold  - Minor edit, only worked whit ammo and health placements for better balancing.

Author - ???
Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm07.wad

DM08 - Meat Factory - this map is on work by the original creator.

Author - AxDoom1

DM09 - Jade Station - Major rework, this map still has the original layout whit few extra areas and corridors, i tried a plutonia theme but i dont get something cool anyway the map is playable and fine for now.

Author - Xindage
Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm09.wad

Spoiler

DM09S1.png

DM09S2.png

 

DM10 - Blood Temple - Replaced, originaly this map is from some pwad around the internet, i'm not sure of witch but i'll replace it by a original map, actualy the map is implemented in they way of it was done by supersomari so have fun whit a new hell themed map, its surprising to see how it begin in a plain white layout. :D

Author - Xindage and SupersomariDX
http://www.geocities.ws/protox/FreeDoom/FreeDM/dm10.wad

Spoiler

DM10_S1.png
DM10_S2.png

 

DM11 - Unnamed - Replaced, I reused some of my old map (dm05) for a base for this map, its way big and easy to move around and has barrels for some creative frags.

Author - Xindage
http://www.geocities.ws/protox/FreeDoom/FreeDM/dm12.wad

Spoiler

dm11s1.png

dm11s2.png

 

DM12 - Unnamed - Minor edit, i dont remenber what exactly i changed there maybe i removed a stinpack and worked on the lift.

Author - Catoptromancy
http://www.geocities.ws/protox/FreeDoom/FreeDM/dm12.wad

Spoiler

DM12_S1.png
DM12_S2.png

 

DM13 - Unnamed - Replaced, the old version of this map is actualy in blaphemer so i decided to replace it, i take one catoptromancy unfinished dm (CTF) maps and finished it, the map is simple and bit corrupt themed, fit 4 players dm fine and duel too.

Author - Catoptromancy and Xindage
http://www.geocities.ws/protox/FreeDoom/FreeDM/dm13.wad

Spoiler

DM13_S1.png
DM13_S2.png

 

DM14 - Unamed - Re-Replaced, This map was replaced twice in the rework process, this map now uses a heavy modified version of X-duel map01 to make it more DM Friend, the outside is more open and more easy to move around or "falling over windons", so its that.

Author - Protox
http://www.geocities.ws/protox/FreeDoom/FreeDM/dm14.wad

 

DM14_S1.png

DM14_S2.png


DM15 - Corrosive Sector - Replaced, Probably the old version of this map is going to back at slot 32, about the new its a original layout from Axdoom1 and i converted it to aquatex to be the first freedm map to major use aquatex textures, it have a good duel layout.

Author - Axdoom1 and Xindage
http://www.geocities.ws/protox/FreeDoom/FreeDM/dm15.wad

 

DM15S1.png

DM15_S2.png

 

DM21 - The Radiation Source - Rework, changed near all there, while the main layout is the same some things was deleted/moved around the fell of this map is still the same, some edits in layout for flow was added too.

Author - ???
http://www.geocities.ws/protox/FreeDoom/FreeDM/dm21.wad

 

DM21S1.png
DM21_S2.png

 

 

DM21 - The Gateway - Texturing + Rework, Mostly of the layout was edited to not VPO and make it more easy to movement, removed unecessary teleports and changed the texturing to metal whit bricks.

Author - ??? and Xindage

 

dm27s1.png
dm27s2.png

 

<< Know bugs & Future Editions >>
GENERAL - Not all maps are properly credited, if someone know the authors pm me.
GENERAL - Maps (unnamed) need names, looking for someone to name them.

Edited by Xindage

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Got a general browsing at them, and they definitely feel much better. Though I'd love to playtest them. Maybe someone can host a match sometime?

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maybe a match tommorow or at today this night i can host, we can ever invite people of there to join in a Freedm episode 1 run (if you guys dont know doom2 too have episodes)

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Its not in the PR, hopefully you'll add it soon.

And also maybe address the issues present in FreeDM in the PR, so that they can officially be closed?

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Double post, I know.

I recommend you consider applying these changes:

1 - Make all exit doors open FAST instead of SLOW.

2 - Remove any extra doors that AREN'T exit doors
*map03,17,19,20,21

3 - Add actual exit rooms WITH the exit door (more noticable)
*map04,05,10,14,16,22,23,29,13

4 - Remove unecessary lifts, replace with stairs
*map26,28

5 - Make secrets NOT secrets.
*map16,20

6 - Remove ALL items in exits rooms that have items.
*map18,22,24


I insist that you think about those changes.
The maps I listed for various points are MOSTLY accurate (I might have missed one or two)

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Voros said:

1 - Make all exit doors open FAST instead of SLOW.

Good idea

Voros said:

2 - Remove any extra doors that AREN'T exit doors
*map03,17,19,20,21

Well i'l take a look but i dont know if i'll take out all, but i'm considering what you say, also some doors is intentionaly placed...

Voros said:

3 - Add actual exit rooms WITH the exit door (more noticable)
*map04,05,10,14,16,22,23,29,13

Most of my edits are based upon this:
https://github.com/freedoom/freedoom/issues/14 (Come up with some standards for FreeDM's levels)
https://github.com/freedoom/freedoom/issues/27 (FreeDM Player 1 Starts)
this mean players aways start now near exit door (or looking at them too)
and all exits door&room will be the same. (i know dm02 exit is not the standard yet)

Voros said:

4 - Remove unecessary lifts, replace with stairs
*map26,28

When i reach that maps i'll see if its really necessary.

Voros said:

5 - Make secrets NOT secrets.
*map16,20

All maps are going to not have any secrets anymore.

Voros said:

6 - Remove ALL items in exits rooms that have items.
*map18,22,24

The Standard exit rooms has only angle grinders, except dm01 since it already had an angle grinder in outside.

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Twas a common thing in many deathmatch wads. As far as necessity and practicality, that's entirely situation dependent. While I saw a Chainsaw in deathmatch is entirely situational with cornering, somebody else may disagree. Though I can say, it can double as a trap if somebody else has one and sees their target look in there, to corner them. But eh. Where would you think would be a good place to put one if at all?

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Fixed version applyed in database. (download now get the leasted versions)

DM05 - Unfortunately i was forced to sacrifice somethings in oder to fix the visplanes and linedefs ouverflow, the map layout is near the same but the map run at the LIMITS of vannila doom it dont crash (i'm sure of it now) but you may cause linedefs ouverflow but i did some tricks to us dont see it, i was also forced to move exit because it.
DM07 - Minor, only ammo and health placement and automap fixes.
DM08 - Help wanted.

About dm08:
This map is actualy very small, in same time it has some uneeded details that made player movement hard and thats is a crucial in dm or duels, theme is a bit odd and by last maybe the author dont noticed the inside of building the ceiling was more high than the outside.

i have a white base layout proposal for who want to do a try and its not playable, if it take much time maybe i'll try something else.

EDIT: OUTDATED STUFF NOT SUPPORTED.

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Protox said:

About dm08:
This map is actualy very small, in same time it has some uneeded details that made player movement hard and thats is a crucial in dm or duels, theme is a bit odd and by last maybe the author dont noticed the inside of building the ceiling was more high than the outside.


Small map = faster kills. I don't like huge maps, like the new map01, it's too big for duels and even for three player deathmatches.

Where do you see unneeded details?
Here?

If you hit the ceiling, that's fine. Just don't strafewalk down the stairs (else natural selection will do its job). Further, I don't see "unneeded" details. The are no "unneeded details", mapping is an art. This map is very smooth in duels, it's small and there is nothing in the player's way.

If you are wondering about the theme, the map is called "artifact base". There's just a part of it that's tech looking because it's built by humans. A map can have two themes too. It doesn't have to be monotone and boring, it can be varied and fresh.

The inside of the building of the ceiling is more high than the outside? Due the angle, it's only really noticeable if you really pay attention to it. It's something like 8 units, 16 maximum.

Protox said:

i have a white base layout proposal for who want to do a try and its not playable, if it take much time maybe i'll try something else.
Base: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm08.wad

https://postimg.org/image/spvjcjl6z/
https://postimg.org/image/n2z6f2iob/

Too much squares and the structure is too high (cyberdemon-high corridors, we don't need this, cyberdemons are not to be in the map), I don't like it. It destroys the style of my map. Also, there's a U-turn and a room with two dead-ends, the only dead-end in my map is the exit room and your prototype doesn't have one, so it's going to be three dead-ends. Not only is it too big (it increases the time that it takes to go around the map by its size) and it alters the flow.

I'm always open to constructive suggestions, but be precise when you talk about something. What exactly don't you like? You said "uneeded details that made player movement hard", so I expect you to be able to name more than one thing (you didn't name any). You should provide screenshots. Saying approximately "I don't like this map" and providing a new prototype is a bit rough. Furthermore, your replacement is a map that's of your style of architecture (high walls and ceiling is something that's commonly found in your maps) and you only kept the basic layout that players use to move across the map with a few changes. Are you looking forward to replace the map with yours?

I will add interesting suggestions if there is any that I like. I'll do this when I will edit it in the next months, because some items sprites were changed and it doesn't match with the theme of the map anymore.

EDIT: Multiple edits here and there.

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sorry axdoomer to dont show you the what i was meaning but i have ever recorded a demo gameplay of me in your map. (well its bots but they play also)

Need Zandronum to run: http://www.geocities.ws/p/r/protox/FreeDoom/Others/2016.09.13_13.04.14_freedm.cld

about the unneeded deatails i told about near exit has few pillars of metal whit some health bonus and since i get atracted to get them i get stuck in the pillars, 3 spawn spots of this map dont have any gun: near exit, the other side and near the skulls in outside, so you have to look around the bit to find guns i also get traped in corners easily, or its my bad skills at dm too... i lose to the bots too heh.

and i'm not wanting to replace your map whit that template that is to show a most simple way of you map whit more bigger corridors to move, also i asked if someone want to do it using that template or not, so editing you map instead i dont edited your map because i simple dont know how do it whitout hurting the map much, unlike i did in dm01 since i was free to mess whit layout so much, sorry if i was hard whit you too since i dont have a good inglish so i tend to be directly.

anyway, i have the points if you want to do it, make the dm spots whit a gun togheter (a shotgun) and remove the pillars near exit and maybe remove the step near the crossing to other side since you can go to there whitout needind that, so you can move more free near beserk.

also i have already skiped your map for now since i dont want to edit that map.

other thing why outside of dm area iss the rocks brown while inside gray?

Edit: ye i keep editing because the lot of grammar errors in my post like this "iss" whit 2 ss ;)

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Protox said:

about the unneeded deatails i told about near exit has few pillars of metal whit some health bonus and since i get atracted to get them i get stuck in the pillars, 3 spawn spots of this map dont have any gun: near exit, the other side and near the skulls in outside, so you have to look around the bit to find guns i also get traped in corners easily, or its my bad skills at dm too... i lose to the bots too heh.


I can pickup all the health bonuses by walking in a straight line without getting stuck in any pillar, so it's just your skills. Also, you don't start on a weapon, but you can get them very fast because they are very close to the spawn spots.

Protox said:

show a most simple way of you map whit more bigger corridors


That's a preference, it doesn't bring something to the gameplay.

Protox said:

sorry if i was hard whit you too since i dont have a good inglish so i tend to be directly.


It's Ok. At least I understand.

Protox said:

make the dm spots whit a gun togheter (a shotgun)


No.

Protox said:

remove the pillars near exit and maybe remove the step near the crossing to other side since you can go to there whitout needind that, so you can move more free near beserk.


The pillars will stay there and the small steps that help players to cross will stay there too. If you don't want to pickup the berserk pack, just don't walk there or wait for somebody else to pick it up.

Protox said:

other thing why outside of dm area iss the rocks brown while inside gray?

I assume you are talking about the mud?

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https://drive.google.com/drive/folders/0B7KVa3rJCvDDcXdGU3BEeXBNWkU

While i tried playing around with what you had, making changes here and there and going for a hell theme. I'm doubting I've got this map balanced properly. Would love a little help with that. There is 1 slime trail that I am aware of on a small bloodfall, and some weird problem with the ladder (step) texture in an area. Also included is a video of it running in chocolate doom. And I will point out that slime trail as well. But I'd figure I'd at least try something. Wad is included as well in the link to download.

Screenshots from the builder, automap, and gameplay video inside. Do whatever with it.

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wow SuperSomariDX is so impressive what you've done whit a simple gray layout its a complete diferent map, i have seen a tutti-frutti there but nothing comparated to the final product, i'll consider puting this in freedm replacing a greewar map there of freedm to have more original maps.

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Glad you like it! I was fiddling around with it as soon as you released it but I've never really got a chance to test it in a proper deathmatch.

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i tested it offline whit bots and its a bit unbalanced the weapon placement having most of bots also using chainsaw, but i'll still use this map to raplace dm10, its not ever close to dm08 so it was very good to see.

(maybe i'll try to mess more whit gray layouts :P i have lot of maps there of i never released due being much plain) just kidding

Edit:
Dm08 is not going to be edited so soon anymore.
New DM10 by SuperSomaryDX replacing the old dm10.

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I'm still trying to play around with the map a bit, adding a small area to add an extra chaingun and ammo as somebody suggested to me, and I changed up the room with the cage slightly, making the caged room able to be teleported into via the fireblue wall, and exited via a small blood square to teleport out. This puts the chainsaw in a bit more.

Also tried spreading ammo a bit from their weapons and placed a second ssg on the so hogging the first ssg location wouldn't be as likely no. No video this time however. But there's still screenshots which basically give the idea of the locations. (they're from Zandronum with some autoloads, so no, no tainted sprites or textures are in the wad itself. reason being I was playing around with bots to get a feeling.)

https://drive.google.com/drive/folders/0B7KVa3rJCvDDYTk0b1pEeHlhQ28?usp=sharing
Some basic in-game screens, and the wad once again.

Is it better with the edits or without them? Also, is there any suggestions that you or anyone would like to add for improvement or reference?

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@SuperSomariDX, nice map. We can vaguely say it's a remake to my map. You need to compare the automap view to really know.

Protox said:


It's not a landscaped ground like the inside of the map. It's just the bare surface to the planet. When you drill through rocks or clean them of the dirt, sometime they have a different color.

Protox said:

Edit:
Dm08 is not going to be edited so soon anymore.
New DM10 by SuperSomaryDX replacing the old dm10.


How do you choose to replace a map? The original author is not going to complain? Also, map31 and map32 really need to be embellished, they look like sketches that were never finished. I don't know if this is how they were intended to be or if it's just me.

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axdoom1 said:

How do you choose to replace a map? The original author is not going to complain?

DM10, well is a greenwar map (gw2 maybe), and dm05 was a mine map and a choose to replace because the gameplay dont looks so confortable.

axdoom1 said:

Also, map31 and map32 really need to be embellished, they look like sketches that were never finished. I don't know if this is how they were intended to be or if it's just me.

Its not just you, me too but i never find a way to improve that 2 maps... maybe i can try replacing it later or doing them from begining like i do whit dm08 creating a gray base layout to someone edit, unless if someone got a better map or idea before, to be exactly that 2 maps is a speedrun done by someone of i dont remenber the name anymore (RJY?) to full the last 2 slots os freedm.

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Protox said:

Its not just you, me too but i never find a way to improve that 2 maps... maybe i can try replacing it later or doing them from begining like i do whit dm08 creating a gray base layout to someone edit, unless if someone got a better map or idea before, to be exactly that 2 maps is a speedrun done by someone of i dont remenber the name anymore (RJY?) to full the last 2 slots os freedm.

I don't think you can make something interesting from the current layout. You'd need to do a new map from scratch. I'd do another map if I would have time, but university is really time consuming. I'll see what I can do this weekend. I have a few maps that are just parts of maps and ideas, I could try to mash them together and maybe it will give an interesting result. I have a lot of maps that I didn't complete, but their layouts are sometimes not good for deathmatch.

EDIT: I have a map that's almost complete, it's a very small map where the players are on a small wooden/metal scrap house build on water. The layout is complete, it just needs good texturing and some details to be added. Who knows, you guys may like it, then it could replace map31 and I'd have time to do a new map32.

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i have lot of maps too of i have abandoned... for being too small or ever too big to duels, i have a duel pack so after few cleaning i got to like 20 non used maps if you want to take them to mash whit yours too... Cato has a dm mappack too, he used lot of maps from there to put in freedm, but i dont think of i'll use more maps of his pack to put in freedm since they are imcompleted too (and mostly ctf oriented)

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I did a quick drawing of an idea about map32 and a plan on how I'm going to fix the map that I want to use to replace map31 (this one will be completed quickly once I get started). I officially decided that I will be doing this this weekend, then I'll post it here. Map32 is going to be on a boat and it will be an interactive map. If I don't reach the segs limit, I may do a harbor at its side.

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i'll set a freedm server at 7/17 3:00 PM (-3 GTM) on odamex whit the new maps to be tested whit us guys.

Map09 is close to be released (maybe tommorow) whit a new theme i tried plutonia but not worked well but maybe a greenwar whit plutonia can be noticed, i hope its works :P

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server up 58 minute before intended but its ready for anyone who want play, Odamex at doomshack.org:10671

Beta DM09 was added too lets play ;)

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