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Shaikoten

32in24-16: DOOT CTF

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Shaikoten said:

Since everything seems to have dialed down a bit, I'm declaring a new feature freeze. Let's get a RC issued, do some testing, and make sure we're good to go for launch. I'm hoping to get it out this weekend, a month seems like plenty.


Yeah, I noticed the thread has been quiet as well. I would like to see this out soon too, I think this turned out to be a good CTF pack.

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Yea I think I like that edit. It doesn't add unnecessary complexity and fixes the flagdrop on mid with something interesting. Cheeky game delaying on mid possible without having to chase flaggers in some lengthy twisting corridors.

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https://www.dropbox.com/s/kmvrav60e1rp0bg/32in24-16_beta2b.zip?dl=0

Here is the second beta of 32in24-16: DOOT CTF. All updates since the last beta have been implemented (hopefully), including untitled levels getting titles, as well as new music. Only two levels (MAP15 and MAP27) do not have music of any kind; unless the designers have music in mind, they may have music chosen for them. At this point, I believe the next version after this one will be a release candidate!

EDIT: Replaced with beta2a to fix MAP15 and MAP16 having the same music based on the MAPINFO, which no one noticed until 40 minutes after the second beta was uploaded.

EDIT 2: Replaced with beta2b to fix a missing player 1 start on MAP23, as well as many missing textures in MAP23 and MAP28 (updated by Marcaek) that resulted from using Skulltag resources in a wad that doesn't use Skulltag resources. Again.

Current maplist:

MAP01: Bad Times at the Armory
       by AlexMax
MAP02: Flag Quest
       by GregLafitte
MAP03: Cthulhu Fhtagn (What a Wonderful Phrase)
       by TheMionicDonut
MAP04: The Greasy Brown Toad Bloater Special
       by Getsu Fune
MAP05: Stones 'n' Bones
       by Jimmy (edits and detail by The Green Herring)
MAP06: Spooky Shit
       by Walter Confalonieri
MAP07: Tootsie Roll Showdown
       by Mechadon
MAP08: Peruvian Voodoo Fortress
       by TheMionicDonut
MAP09: Count Mortimer's Quest
       by 40oz 
MAP10: Scarydarkfast
       by 40oz
MAP11: Count Toothy's Super Canoe
       by Mechadon
MAP12: The Devil Is Evil
       by joe-ilya
MAP13: Ren & Stimpack
       by scotty
MAP14: Bone Pun or Something
       by Gothic
MAP15: Displeasure Island
       by Rude
MAP16: Voodoo Geometry
       by Breezeep
MAP17: Creepy Cube Conspiracy
       by Zakurum
MAP18: Grave Danger
       by Pinchy
MAP19: Come On Down to Spooky Town
       by Mechadon
MAP20: Get On the Floor, Everybody Walk the Bloodivore
       by esselfortium
MAP21: Gloomy Gulch
       by Marcaek 
MAP22: Captive's Crypts
       by Marcaek 
MAP23: Pumpkin Patch Kids
       by Marcaek 
MAP24: 32spooky24me
       by TheMionicDonut
MAP25: BAD MOON
       by RottKing
MAP26: YOU'RE GONNA HAVE A BAD TIME
       by Xaser
MAP27: Castles of the Cyber-Creeps
       by andrewj
MAP28: FatSmile.jpg
       by Marcaek
MAP29: The Treefolk Assault Pumpkin Valley
       by lupinx-Kassman
MAP30: GASTERISK
       by Xaser
MAP31: Naval Skeletal Battle
       by Gothic
MAP32: The Wolfenshining
       by TheMionicDonut
MAP33: Coloured War
       by joe-ilya

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You didn't have to put those horizon specials in my MAP12, I wanted my map to feel like it's set on a top of a mountain.

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https://www.dropbox.com/s/m0n6v7e9kpyfo9l/32in24-16_RCv2.zip?dl=1

After a delay caused by RL lunacy, here is a release candidate for 32in24-16. It features a number of updates by authors, including a special edition of "Naval Skeletal Battle" by Marcaek (the original is still in the WAD, but later), as well as fixes to prevent players jumping out of certain maps and to make sure every level is hopefully compatible with Odamex (which, despite assumptions, does not support textures-as-flats or vice versa). Music was assigned to Rude and andrewj's levels, and music credits are added to the temporary text file.

To do:
* Fix any more bugs that crop up during testing
* Write a final text file with traditional comic description
* Remove unused textures/flats

EDIT (1/13/2017 9:49 AM PST): Updated to v2 with MAP15 updated, and the player 1 start bug fixed in MAP23 again. Please redownload from the new link above.

Maplist:

MAP01: Bad Times at the Armory
       by AlexMax
MAP02: Flag Quest
       by GregLafitte
MAP03: Cthulhu Fhtagn (What a Wonderful Phrase)
       by TheMionicDonut
MAP04: The Greasy Brown Toad Bloater Special
       by Getsu Fune
MAP05: Stones 'n' Bones
       by Jimmy (edits and detail by The Green Herring)
MAP06: Spooky Shit
       by Walter Confalonieri
MAP07: Tootsie Roll Showdown
       by Mechadon
MAP08: Peruvian Voodoo Fortress
       by TheMionicDonut
MAP09: Count Mortimer's Quest
       by 40oz 
MAP10: Scarydarkfast
       by 40oz
MAP11: Count Toothy's Super Canoe
       by Mechadon
MAP12: The Devil Is Evil
       by joe-ilya
MAP13: Ren & Stimpack
       by scotty
MAP14: Bone Pun or Something
       by Gothic
MAP15: Displeasure Island
       by Rude
MAP16: Voodoo Geometry
       by Breezeep
MAP17: Creepy Cube Conspiracy
       by Zakurum
MAP18: Grave Danger
       by Pinchy
MAP19: Come On Down to Spooky Town
       by Mechadon
MAP20: Get On the Floor, Everybody Walk the Bloodivore
       by esselfortium
MAP21: Gloomy Gulch
       by Marcaek (detail by 40oz)
MAP22: Captive's Crypts
       by Marcaek 
MAP23: Pumpkin Patch Kids
       by Marcaek 
MAP24: 32spooky24me
       by TheMionicDonut
MAP25: BAD MOON
       by RottKing
MAP26: YOU'RE GONNA HAVE A BAD TIME
       by Xaser
MAP27: Castles of the Cyber-Creeps
       by andrewj
MAP28: FatSmile.jpg
       by Marcaek (detail by Pinchy)
MAP29: The Treefolk Assault Pumpkin Valley
       by lupinx-Kassman
MAP30: GASTERISK
       by Xaser
MAP31: Naval Skeletal Battle +
       by Gothic and Marcaek
MAP32: The Wolfenshining
       by TheMionicDonut
MAP33: Naval Skeletal Battle
       by Gothic
MAP34: Coloured War
       by joe-ilya

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No player1 start on map23 :0
Map24 nextmaps into map26

In terms of immediate egregious errors

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RC updated to v2, see the post again.

ultradoom said:

my map wasnt updated to my last post !

Fixed!

TheMionicDonut said:

No player1 start on map23 :0

Fixed (AGAIN).

TheMionicDonut said:

Map24 nextmaps into map26

Fixed. This was in previous versions too, which raises the question of why nobody brought up such an "immediate egregious error" until now.

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The Green Herring said:

RC updated to v2, see the post again.
Fixed!
Fixed (AGAIN).
Fixed. This was in previous versions too, which raises the question of why nobody brought up such an "immediate egregious error" until now.


I'm going with bystander effect regarding nextmap

I'm going with it was tested in multiplayer for the player1 issue

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Since this is taking too long anyway I'm going to post a little pub-specific and technical feedback from IRC to here. I went back into the maps myself after playing and screenshotted the stuff that was an issue.

Spoiler

Jan 18 23:36:02 <Marcaek> https://postimg.org/image/sbkjq6wqn/ if everyone could stop making these wierd multi-sector lifts that'd be swell, there's always the slight chance that the lower part gets triggered again while the other is still rising and you get out of sync shenanigans
Jan 18 23:37:22 <Marcaek> flashbacks to cannonball in duel32

The outer walls of this lift don't really need to exist at all. They don't keep the player contained on top or anything, you can just step right off the wall.
Spoiler

Jan 18 23:46:45 <Marcaek https://s27.postimg.org/493pvbg3n/Screenshot_Doom_20170118_232057.png idk about this easy base BA

Someone feel free to disagree here but this BA just on any old lift is pretty powerful unless you have a ton of opponents around. Considering how mazey the map is it'd be pretty easy to lose a healthy flag runner more than once.
Spoiler

Jan 18 23:37:45 <Marcaek> https://postimg.org/image/diay2jvb3/ stand in here for a free HOM
Jan 18 23:38:34 <Marcaek> press the switch near RL in tmd's late map multiple times and https://postimg.org/image/6cj703m7z/

Just remove the lift under the overhang and GG wp.

Spoiler

Jan 18 23:39:44 <Marcaek> https://postimg.org/image/mjphg5t8f/ can this please not exist
Jan 18 23:39:53 <Marcaek> what is wrong with a simple flagstand
Jan 18 23:39:55 <TMD> the platform?
Jan 18 23:40:07 <Marcaek> the stairs yes
Jan 18 23:40:19 <Decay`> those kinds of platforms for flags are the worst
Jan 18 23:40:22 <Decay`> hurghhhhhhhhhhh
Jan 18 23:43:52 <Marcaek> no joke it could be one of the better maps in here

Joe your map is good except this please fix this and it will be more good.

Spoiler

Jan 18 23:41:12 <Marcaek> https://postimg.org/image/885zb9b27/ these really need to be wider
Jan 18 23:41:31 <Marcaek> the rear base areas in this map are super offputting
Jan 18 23:41:42 <Marcaek> because its so awkward getting around

At least widen those steps, I'm not really sure what you could do for the rear area at all.
Spoiler

Jan 18 23:43:24 <Marcaek> https://postimg.org/image/4r3x8abzz/ this is ok if you get it but at first people are thinking its a pit because theure focused on the flag or opponents and dont see the decorations, also if you come from above those are hidden by the drop anyway

This isn't a huge issue and I'm not sure what you'd do beyond just having a normal floor there anyway. There is one ProCTF map with short transparent midtextures used for floating arrows on a transparent bridge, maybe do something like that if Oda supports transparent midtextures (Boom does anyway)

Spoiler

Jan 18 23:47:13 <Marcaek https://s27.postimg.org/uubanzosj/Screenshot_Doom_20170118_232116.png the item distribution in this, wow
Jan 18 23:47:20 <Marcaek> that is TOO much hp and all the ammo is shells in mid


Spoiler

Jan 18 23:48:08 <Marcaek> https://postimg.org/image/xi0qychtr/ i feel like this wall could be shortened a bit to ease rjs from here, not that rjs should be easy but look at that angle

When I say shorter here i mean widen it by cutting away the obstructing wall a bit.

Spoiler

Jan 18 23:48:34 <Marcaek> https://postimg.org/image/hz3b189j3/ just lower these nooks to ground level

Spoiler

Jan 18 23:48:55 <Marcaek> https://postimg.org/image/p3l4a9gsf/ pinchy really needs to just kill this soulsphere
Jan 18 23:48:58 <Marcaek> the whole secret
Jan 18 23:49:03 <Marcaek> its convoluted

Sorry pinchy but this is a wonky secret and doesn't add to the map. I'd also suggest reverting those fences to midtextures and using bridge things instead of the toothpicks you have now.

Spoiler

Jan 18 23:49:14 <Marcaek> https://postimg.org/image/negmfxqgv/ SELECT ALL AND SHRINK BY 75%

Layout is fine, size is lol. That rocket launcher might be good for jumping or leading stupid players but otherwise useless in a map this wide.

Spoiler

Jan 18 23:56:26 <Spadger> chubbs knows what's up
Jan 18 23:56:41 <Spadger> also wtf more like select gamma correction and reduce by 900%
Jan 18 23:57:19 <Spadger> hey marcaek i got the sun here. he wants to to talk to you.
Jan 18 23:57:34 <Spadger> hey marcaek this is the sun turn down the fucking gamma seriously it's blindingly bright
Jan 18 23:57:40 <Marcaek> lol
Jan 18 23:57:54 <Spadger> this is why i wear sunglasses dude
Jan 18 23:58:00 <Marcaek> what does the scouter say about his gamma levels????
Jan 18 23:58:42 <Marcaek> i need my max gamma to counter sly doomworld camoflauge users like maes

More coming soon, I can probably organize a session on Zan this week if any of you guys would be interested in actually showing up there. We ran it for FNF and got the expected player counts running unfinished CTF wads that don't have core in the name.

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