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Decay

[Released] NeonDM

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Hey man, generic comment saying these look really good, will be sure to not leave concise feedback then heavily criticize upon release! Kidding of course, DBAB and Aeon are both great and I'm sure this will be too. I'd leave a more detailed response but uhhh as long as it has guns on/near spawns and isn't a total pain in the ass to navigate you guys have covered about all I know how to critique for DM maps.

Keep up the nice work, will be happy join in any testing sessions if they happen while I'm online.

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No dm pack would be complete without a Mario Kart 64 "Block Fort" ripoff. Kudos!

In all seriousness, I look forward to testing these; testing how many rocket suicides it takes to lose the run for 1st. Always fun playing with the group :)

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Fonze said:

No dm pack would be complete without a Mario Kart 64 "Block Fort" ripoff. Kudos!

In all seriousness, I look forward to testing these; testing how many rocket suicides it takes to lose the run for 1st. Always fun playing with the group :)

But it's Mega Man Battle Network (cyber world) themed.... Yea, feel free to join up anytime. Most of our play tests will probably be public this time around, but if there's a password you know where to find us.

@bob i asked razgriz before posting dont be too confused

Today there was a public test session and it was pretty successful. Off to a good start?

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Combinebobnt said:

uh i thought this was secret-ish im so confused...

Dude, like three people from the MP community will read this. And there's already you, Decay and me.

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Playing like 3-4 times a month doesn't qualify me as part of the mp community I guess :'(

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I feel like this is a good time to make another appeal to the invisible masses of multiplayer mappers. Today I will prove Hume was right


Hey we are still looking for people who want to do some mp mapping. Tired of the same old layout structures and colours? Well say no more because we want colour and craziness apparently.
 

Spoiler

 

Sjh1LqB.png

LbNQOyU.png

fmrO0mu.png

 

Download beta 4 here: https://www.sendspace.com/file/c6uvju

To run you probably need aeondm

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I'll prob drop a map off for this sometime in the next few months after getting a few other things off my HD and my mind.

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I'm going to solely do collabs and detailing this time around. Already taken on work for a couple maps.

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Bobby why are you bumping the topic then? I won't post anymore undetailed maps for screenshots though, but suffice to say we are still working on the project.

 

I revised the project parameters, if people were daunted by UDMF format, zdoom doom in hexen is fine as well. Basically, in the end, we will convert the map to UDMF to accommodate different weapons for different settings.

 

Anyway, we are doing some testing tonight! In about 30-40 minutes we will start playing on zandronum.

I encourage anyone interested in playing or mapping to join us, we will be available on TeamSpeak3 and IRC (details in first post)

 

<Bobby> dreamers can dream

I, too, dream that people will join this project.

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BUMP

 

Since the NeonDM team has concluded Progressive Duel 2, we are returning our attention here. Much progress has been made, and the first post has been updated with new screenshots and information. If you're too lazy to scroll up, here they are:

Spoiler

oQlx4UJ.png

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Once again I am putting out my call for potential contributors! If you are interested in participating on this project, scroll up to the first post for all the details.

Edited by Decay

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I'm not much of a deathmatcher, but this project has been one hell of an introduction. I've certainly had a blast helping out these incredible mappers, and I can't wait to see the reception the final release will receive :)

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37 minutes ago, Decay said:

It's never too late to pick up on PVP mapping

 

I encourage this immensely, PVP mapping is fun, and it's SUUUPER satisfying to be part of / see 10+ people running havoc in a little world you created! :D

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Posted (edited)

Glad to see this project finally turning the corner and heading towards a final release after being in development FOR SO LONG. Excellent work.

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Posted (edited)

More beautiful and fun maps from these people - no surprise there. I think this may be the most beautiful DM wad ever crafted actually, so there ya go, you guys have had your balls washed and ego stroked.

 

Now come the (few and far between) little uglies I noticed while perusing these maps yet again:

 

Screenshot_Doom_20190427_141656.png.6f287e27df8718074e06ce552b45afbc.pngScreenshot_Doom_20190427_141728.png.a388ac5f01d27a946802d351a40df261.pngScreenshot_Doom_20190427_141700.png.0a4b27eb797679698652c8dba02a609f.png

I understand this is a limitation of the Doom engine and 90% of people won't notice it due to the abstract nature of this map anyway, but the cool color-changing grid that extends into the sky is cut off by the short ceilings nearby. I know all mappers involved are aware of this engine limitation but it does look kind of weird when you're moving around in-game. I'm not sure there's anything that can be done about it but I felt it worth mentioning.

 

 

Screenshot_Doom_20190427_141920.png.2de736809a0f62f17f7412d595a5e231.png

Screenshot_Doom_20190427_145243.png.14b3e3a05e4b0d197183e72c8dc3be0d.png

Several of these skies have have a beautiful appearance that is unfortunately being brought down by what looks like JPEG artifacting. For the sake of comparison, look at the high definition of this sky below, which has no graininess or artifacting:

 

Screenshot_Doom_20190427_145504.png.0aba133e20c68a9a18d86c762db47823.png

(This screenshot even has a larger filesize than the others due to the high resolution and quality of the sky texture, which is a good thing.)

 

 

Screenshot_Doom_20190427_143554.png.15293c79dfc94a6fea8ccf340d2db4a6.png

It feels like something should be animating in this shot - maybe the pink bars should be glowing or flickering? It feels oddly stagnant compared to the rest of the map in terms of animation. Gorgeous level and color choices, I just think some animation would help it 'pop'. This map also has serious issues with the sky looking very low-res and low-color. Normally I wouldn't notice that kind of thing but it's in stark contrast to the rest of the wad.

 

 

Screenshot_Doom_20190427_143247.png.c71e22fefad7c2bfde938128063259b5.png

Unknown thing snuck it's way into Agent Orange.

 

 

Screenshot_Doom_20190427_143715.png.c77b4e4bdaf5778ec650246354f38f0c.png

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This infinitely stretching beam of light is awesome, but due to the nature of the Doom engine I worry if this will result in some kind of overflow at some point? Probably not going to happen in the length of a usual DM (or perhaps at all) but still thought it may be worth mentioning. More importantly, the instant-death nukage in this map means people will almost definitely be skipping it after just a few plays, it's shitty and Razgriz should be deeply, deeply ashamed of this crater-brained mapping decision. I know it's funny to laugh at people falling in but this map is too good to fall prey to the "meh fuck this one let's skip it" syndrome that will almost certainly happen in the long-term.

 

---

 

Overall this wad is beautiful, 1/10 would write a bunch of words again

Edited by Doomkid : fixed typos

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Not sure what necessarily can be done for the jpeg artifacting - some quality was sacrificed to reduce filesize (otherwise would be well over 150mb, and even atm it's sitting at 80mb which is on the borderline of unacceptable for 15 maps!). I'll see what we can do about that.

 

The missing THING in 08 is a good catch, I thought I ran through all of the skills, but alas did not run through vanilla itself. Poor quality control! Good thing that isn't the final release lol.

 

Animating the pink lasers I'm on the fence about. The old theme with the green lasers did that and it gave me a headache every time we played, so I'm not sure I want to revisit that.

 

The infinitely growing spirals surprisingly do not create memory loss or anything. We speculated about that last year actually and razgriz sat in a server for 30 minutes to see what would happen, and nothing did. As for the instant death slime, well, that's a battle i've long since gave up but it has more to do with anti-LMS camping than being obnoxious. Maybe I can convince compromise.

 

Thanks for pointing these out!

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Here's a 4-minute video showcasing map 7 of Neon DM, Project Dark-lite, played on skill 1: Death Foretold

 

Neon DM's final release should be out tomorrow, so keep an eye out and join us for the release party!

 

Video by TurokiChicken:

 

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And here is the end of the road for this project, it's finally here! NeonDM in it's full glory, thank you to everyone who contributed to the project in some way, we couldn't have made it without you! First post is updated as per usual with the most updated links, hope you all enjoy the maps because I surely do!

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Congratulations on the release!

 

We've been playing the RC versions of this on Liberation, Dragonfly and BridgeBurner's multiplayer nights and it's always been a blast! I'm no good at DM but I've always thoroughly enjoyed playing these maps. Very nicely done indeed!

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