(Logo by Kinsie)
For 2016, I really want to better my mapping abilities and put out some good stuff. So me and a couple friends started a project of stream-of-consciousness mapping. DUMP 1 began and it was a success. Then DUMP 2 began and it was even more of a success.
For the third iteration of DUMP, I decided to try something different and expand it to modding, working on weapons in an attempt to get less of a massive conglameration of maps. Instead, it had the opposite effect--even more people signed up for this compared to last time, and we ended up with a grand total of 80 maps. A hub map, 72 normal maps, six secret maps, and a final map.
As before, we now present to you a small hub leading to quite a collection of different maps. Beat X amount of maps to unlock the exit, with X being a variable depending on the difficulty level (ITYTD only requires a handful of maps, Nightmare requires 64 maps), and defeat the final boss to win.
Pistol start is enforced, and monsters are vanilla (except for the Final Boss). Gameplay mods should be supported, though mods that make use of +INVENTORY.UNDROPPABLE will break the pistol start.
As before, the primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's for people otherwise familiar with Boom mapping to try out ZDoom stuff. It's for people who work on gameplay mods to try doing something different. It's the usual pile of quality you'll expect from a gigawad of MyFirstZDoomMap.wad, but it was fun to band together to make shit.
Again, as before, please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong.
MAPS:
https://www.dropbox.com/s/sc9seej72ikaj ... 3.pk3?dl=1 (72.1mb)
https://drive.google.com/file/d/0B4p2zW ... sp=sharing (mirror)
WEAPONS:
https://www.dropbox.com/s/ab4y7692s1w6d ... s.pk3?dl=1 (26.34mb)
https://drive.google.com/file/d/0B4p2zW ... sp=sharing (mirror)
Spoiler: CREDITS
Titlepic by Kinsie
Titlemusic from Gradius III
Win music from Super Street Fighter II
Shell projectile sprites by Turbo
Benellus sprites by CactusHege
Flying shotgun sprites by Marrub
Walking shotgun sprites by Marrub
HUBMAP: The Church of Benellus
---------------------------
Mapper: Sgt. Shivers
Music: Star Control 2 - Ur-Quan Theme
Textures: cc4-tex
MAP01: Check-In
---------------------------
Mapper: unRyker
Music: Gammis of Lemonride - kattastrof
Textures: Mechadon
MAP02: Pissboy
---------------------------
Mapper: Anonymous
Music: slamtilt - space5
Textures: N/A
MAP03: Simplicity is Golden
---------------------------
Mapper: demo_the_man
Music: Rise of the Triad - Going Down the Fast Way
Textures: N/A
MAP04: Invitation to Destruction
---------------------------
Mapper: Gardevoir
Music: Bobby Prince - Sign of Evil (SNES)
Textures: Doom 1
MAP05: SOLITARY
---------------------------
Mapper: CJacobsSA
Music: Shinobi III - SOLITARY
Textures: N/A
MAP06: Ruins & Lava
---------------------------
Mapper: VBob
Music: Castlevania Dracula X - Theme of Richter
Textures: N/A
MAP07: Bloodsport Canyon
---------------------------
Mapper: Hoodoo456
Music: One Must Fall 2099 - 06-ARENA2
Textures: The Mighty Pete
MAP08: Nuclear Control Facilities
---------------------------
Mapper: Titan314
Music: Bobby Prince - Unused Doom Music 20
Textures: cc4-tex.wad
MAP09: Mountain Temple
---------------------------
Mapper: Project_ILE
Music: Shadow Warrior - Everybody Off
Textures: N/A
MAP10: Overflow
---------------------------
Mapper: SpudTheRubbish
Music: Comix Zone - Episode 1, Page 1-1
Textures: N/A
MAP11: 'Venture into the Bouncy Castle
---------------------------
Mapper: Beed28
Music: Andromeda - Jelly Vibes
Textures: cc4-tex.wad, Heretic (Sky texture), Skillsaw (grass)
Sprites: Skillsaw (trees)
Sounds: Strife (doors)
MAP12: The Crater
---------------------------
Mapper: combatxtreme & Plutonic Overkill
Music: combatxtreme - Killing Floor
Textures: cc4-tex, Doom Juan (sky)
MAP13: The Fun Lab
---------------------------
Mapper: TerminusEst13
Music: Crusader: No Remorse - Carnage and Mayhem
Textures: cc4tex.wad
MAP14: Durex Waste Disposal
---------------------------
Mapper: Minimum Payne
Music: Contra III: The Alien Wars - Neo Kobe Steel Factory
Textures: N/A
MAP15: The Corporate Ladder
---------------------------
Mapper: Kinsie
Music: Tim Follin - Stages 4 and 6 (from Time Trax (Beta)), Yuzo Koshiro - Revenge of Mr. X (from Streets of Rage 2)
Textures: Jimmy Gnosis, Id Software, Raven Software, 3D Realms, Jimmy Paddock, Hellstorm Archon, MacPlay, Zero X Diamond,
Laz Rojas, FuzzballFox, Enjay, Earthquake, CaptainToenail, Nick Baker, Engine Technology, EMAG Soft & Union Systems
Sounds: Id Software, Grey Matter Software, Ion Storm, Microsoft, Rareware
MAP16: Regressive Experience
---------------------------
Mapper: Dukka
Music: Microforce - zapultur
Textures: N/A
MAP17: Baby's First Map
---------------------------
Mapper: Bobman23
Music: The Assassin - Hoise_2-34
Textures: N/A
MAP18: Research Facility
---------------------------
Mapper: deathgod5309
Music: Virgill - crucifixon
Textures: N/A
MAP19: AMONG US
---------------------------
Mapper: HumansAmongUs
Music: The REW - Rivendell
Textures: N/A
MAP20: The Darkness Beyond
---------------------------
Mapper: KarolineDianne
Music: Doom 64
Textures: N/A
MAP21: Base Stimpack
---------------------------
Mapper: charcola
Music: Purple Motion - Zak-zaka-zak-zak
Textures: N/A
Sprites: Chaos Comics / Tom Colby (Purgatori)
MAP22: Crunk Refinery
---------------------------
Mapper: BobBarker
Music: KurtZ - ParanoiA
Textures: N/A
MAP23: 0-Pipe Gear
---------------------------
Mapper: Toooooasty
Music: Unknown - hybrid.xm
Textures: cc4-tex
MAP24: Escape From Argent Prison
---------------------------
Mapper: Lance Charleson
Music: Necros - Isotoxin
Textures: cc4-tex
MAP25: Live Fire Exorcise
---------------------------
Mapper: Sgt. Shivers
Music: Duke Nukem 3D - Pissed Office Box
Textures: Sgt. Shivers, Shadow Warrior
MAP26: Attack First
---------------------------
Mapper: simpletonnn
Music: Homestuck - Black
Textures: cc4tex
MAP27: Hitler's Prison
---------------------------
Mapper: Luigi2600
Music: Jester / Sanity - molecule's revenge
Textures: N/A
MAP28: Tomb of Hectikhamen
---------------------------
Mapper: Action Max
Music: Goldeneye 64 - Egypt
Textures: Brotherhood of Ruin (textures), Scythe 2 (sky)
MAP29: The Weed Number
---------------------------
Mapper: AbyssWalker
Music: Castlevania: Dracula X - Den
Textures: N/A
MAP30: This Is Serious Mum
---------------------------
Mapper: deathz0r
Music: Betrayer - B A T T E R Y
Textures: cc4-tex
MAP31: Not Another Tech Base
---------------------------
Mapper: ArchXeno
Music: Petter Mårtensen - The Temple of Judgement
Textures: N/A
MAP32: Hydraulic Plant
---------------------------
Mapper: SpiritOfDecay
Music: Theshooter7 - Into the Fire
Textures: FuzzballFox, Enjay, EarthQuake, CaptainToenail
MAP33: Janus
---------------------------
Mapper: SoundofDoomDoors
Music: Helloween - Midnight Sun
Textures: cc4-tex
MAP34: Gamma Station Entrance
---------------------------
Mapper: SMG_Marine
Music: Synthetic - 7th-miracle
Textures: N/A
MAP35: Realm of the Sempiternal Archvile
---------------------------
Mapper: Darsycho
Music: madbrain - Pico song
Textures: Cage
MAP36: Judgement Day
---------------------------
Mapper: Stale_Meat
Music: Terminator 2 - Stage 1
Textures: cc4-tex
MAP37: Complex Alive
---------------------------
Mapper: Roxas
Music: Minomus - Quicksilver
Textures: N/A
MAP38: DUMP TD
---------------------------
Mapper: Arctangent
Music: xaser - destiny's promise
Textures: N/A
MAP39: Dumping Ground
---------------------------
Mapper: TotalInjury
Music: -sine/triad! - doom
Textures: N/A
MAP40: Mercury Rain
---------------------------
Mapper: Jimmy
Music: Skaven - Mercury Rain
Textures: Casali brothers, Raven Software, Valve Software, NiGHTMARE, Sam Woodman,
rf`, Thomas van der Velden, Iikka Keranen, Adelusion, Johnathan Rimmer,
Jimmy, FuzzballFox, Cage
Sprites: Captain Toenail, Skulltag, Gothic, Raven Software, AgentSpork
MAP41: mapsterpiece
---------------------------
Mapper: IdiotBitz
Music: Psycho - Backbeats Forever
Textures: N/A
MAP42: Tunnel Crates Rule!
---------------------------
Mapper: Stale_Meat
Music: Jason Reichard
Textures: cc4-tex
MAP43: Cloverhouse
---------------------------
Mapper: icept
Music: Electric Six - Danger High Voltage
Textures: N/A
MAP44: Generic UAC Outpost
---------------------------
Mapper: Anonymous
Music: Necros - Crew Communication
Textures: N/A
MAP45: Felt
---------------------------
Mapper: floatRand
Music: Castlevania: Aria Of Sorrow - Top Floor
Textures: cc4-tex
MAP46: Panic Room
---------------------------
Mapper: comet1338
Music: Command & Conquer - Full Stop
Textures: N/A
MAP47: Simple Chaos
---------------------------
Mapper: willykuo
Music: Sidewinder - in_the_Eyes
Textures: N/A
MAP48: Eviscerated
---------------------------
Mapper: NAG
Music: Goblin - Profondo Rosso
Textures: N/A
MAP49: The Mine to Hell
---------------------------
Mapper: InsanityBringer
Music: the Deviant - Purity (My Placebo)
Textures: abbuw, NeuralStunner
MAP50: Sandcastley Sandcastling Sandcastles
---------------------------
Mapper: PinchySkree
Music: James Paddock - Crashed Potatoes
Textures: aa-tex, Epic 2, Simon O'Callaghan, 32in24-15.wad, PinchySkree
MAP52: Broken Shit
---------------------------
Mapper: ZachBrowder
Music: substance - winterman's_cigars
Textures: N/A
MAP53: Weapons Research Lab
---------------------------
Mapper: VennoBennu
Music: CastleVania: Symphony of the Night - Dracula's Castle
Textures: N/A
MAP54: Winter in Summer
---------------------------
Mapper: TehRealSalt
Music: Lost Vikings - Wacky World, Sonic 3D Blast - Unused Boss Theme (825 version)
Textures: cc4-tex
MAP55: The UAC Ocean Base
---------------------------
Mapper: leodoom85
Music: Noby - Ocean Deep
Textures: N/A
MAP56: Hot Water Music
---------------------------
Mapper: Protester
Music: Warbrain - Alkaline Trio
Textures: N/A
MAP57: Lambda Base
---------------------------
Mapper: floatRand
Music: Sparkster - Submarine
Textures: cc4-tex
MAP58: inferno odyssey
---------------------------
Mapper: Anonymous
Music: Martin Iveson - Skeletonkrew (Comp1)
Textures: N/A
MAP59: Infested Installation
---------------------------
Mapper: Flipy
Music: Shovel Knight - An Underlying Problem
Textures: N/A
MAP60: The Duality
---------------------------
Mapper: NeuralStunner
Music: The Legend of Zelda: A Link to the Past - Light World Dungeon
Textures: Doom, NeuralStunner, Hacx
Sounds: Hexen II, Quake, John Tennek
MAP61: Municipal Well
---------------------------
Mapper: Flotilla
Music: Metal Slug 3 - Midnight Wandering
Textures: N/A
MAP62: Dropoff
---------------------------
Mapper: CharlieTheGnarly
Music: Super Metroid - Upper Norfair
Textures: N/A
MAP63: Dimensional Accelerator
---------------------------
Mapper: Untitled
Music: Xaser - Angry Science
Textures: cc4-tex
MAP64: Urban Hell
---------------------------
Mapper: ChrisR91
Music: Duke Nukem 3D - Departure
Textures: 3DRealms, id Software (sky)
MAP65: Electron
---------------------------
Mapper: floatRand
Music: Journey To Silius - Stage 1
Textures: cc4-tex
MAP66: Caco-lover
---------------------------
Mapper: everennui
Music: Ratchet & Clank - Metropolis
Textures: N/A
MAP67: Cheeki
---------------------------
Mapper: Brown Mesa
Music: basehead - Erosion (Fast Mix)
Textures: N/A
MAP68: Corrupted Facility
---------------------------
Mapper: Wivicer
Music: CastleVania II - Bloody Tears
Textures: cc4-tex, Mechadon
MAP69: A Night at the Opera
---------------------------
Mapper: Temin_Dump
Music: Samuel Barber - Pas De Deux
Textures: cc4-tex, Duke Nukem 3D
MAP70: An Online Virtual Reality Used By Hackers
---------------------------
Mapper: Shadow Hog
Music: Quake - Parallel Dimensions
Textures: Quake
MAP71: BtFS
---------------------------
Mapper: Gageat
Music: CastleVania: Symphony of the Night - Crystal Teardrops
Textures: N/A
MAP72: The Runaround
---------------------------
Mapper: LogicalFallacy
Music: Impaler - Klischee Power Metal
Textures: N/A
MAP73: Attack From Within
---------------------------
Mapper: mumblemumble
Music: aceman - Pirahna's Den
Textures: N/A
SECRET1: SILVERSATELLITE
---------------------------
Mapper: DudeDesigns
Music: Goldeneye - Theme (Fast)
Textures: N/A
SECRET2: Knee-deep in the DUMP
---------------------------
Mapper: MJ79
Music: Xaser - MegaloDOOMia
Textures: N/A
SECRET3: The Best Map
---------------------------
Mapper: TerminusEst13
Music: Cynmusic - RPG-Battle
Textures: N/A
SECRET4: Box Simple
---------------------------
Mapper: Redead-ITA
Music: Mega Man X - Storm Eagle
Textures: N/A
SECRET5: Escape Plan
---------------------------
Mapper: Anonymous
Music: Scrap Heap - crush them
Textures: N/A
SECRET6: Real is shit
---------------------------
Mapper: Deviluke Roy
Music: Pip Malt - Symphony of Destruction
Textures: Fuzzball Fox, TheGreenHerring
Spoiler: ORIGINAL POST
https://www.dropbox.com/s/g4ajmkymclgv8 ... 1.pk3?dl=1 - Map test build.
https://www.dropbox.com/s/0jyxfwmbdvuze ... 0.pk3?dl=1 - Weapon test build.
SO WHAT'S THIS?:
=====================
The first DUMP was pretty cool. The second DUMP was fucking gargantuan. And now here we are in the third iteration, ready to get rolling.
The Doom Upstart Modding Project is a community project spearheaded by one goal: Learn how to make stuff by FUCKING DOING IT. Whether you're new or a veteran, there's always some new stuff to try out.
It's a circle for newbies to try their hand at makestuff, it's a way for rookies to try and polish their skills and grind out the usual "gotta get better by doing it!", it's a way for veterans to get out of their comfort zone and try something different, it's a way for people who've wanted to mod but felt too shy about joining something to have a project they can point to and say "I made something".
But wait, hold on. Isn't this the "mapping" project?
Not this time. This time, to shake things up a bit, we're expanding it to encompass general overall modding.
What does this mean? Well, it means that there's going to be two entirely separate DUMP .pk3s. One will be the usual maps affair, ZDoom maps assembled into a single .pk3. One will feature weapons and guns, assembled into a separate .pk3.
Why are we doing this? Weaponsets are a dime a dozen! Everyone's done a weapon randomizer mod! ZDoom-focused mapsets are so rare! My burger didn't come with bacon on it! What's the point?
Well, the point of DUMP is to Just Fucking Make Something, for people to jump in and do something new. Mapping is only one single facet of Doom modding--the port is famed most for its weapon mods and gameplay mods, and in doing this we will introduce a lot more people to a lot more capabilities of ZDoom modding. Yes, strictly speaking, there's like eighty fuckzillion gameplay mods out there, but the point isn't to do something new, it's to do something period.
SO WHO'S IN CHARGE OF THIS STUFF THIS TIME?:
=====================
I have co-hosts this time! They're going to help me and keep me sane. Together, with the power of friendship and our shared experience in Pretending To Know What The Fuck We're Talking About, together we make the coolest team since the Sliced Bread Team.
We have Yholl, a guy with a very concerned dog and the occaisional flights of fancy as well as actual flight. He works with Decorate, when he's not looking up images of anime women, and is the foremost expert in Die and Pidgeon Noises. When you squint into the sky, listening carefully, you can hear a faint "AAGH" in the distance.
We have PresidentPeople, a guy you might not know but you should since he's basically been responsible for Fucking Everything. Ever since several years back in joining a ZDoom Wars server, he has operated in the shadows and personally guided new mods and modders into greatness, all without ever once revealing his name or face. We call him "Mr. President". You can call him "Sir".
We have TerminusEst13, a nerd who once copy-pasted the ZDoom wiki into a single .pk3 and then won a Cacoward for it. Once drew a sketch of a dude without hands because hands are hard and it stuck. He's also writing this post RIGHT NOW and could probably write anything in it, but isn't.
ARE THE RULES THE SAME AS LAST TIME?:
=====================
The rules are simple: Make a map or make a couple weapons. Post 'em here, and we'll assemble them into one of the respective .pk3s.
Don't give me that "I don't have any ideaaaas" nonsense. Make it.
To be a little bit more in-depth, here's the breakdown as follows:
MAPS:
- Bare minimum of compatibility is Zandronum 3.0 in software mode.
- New textures are allowed, just be mindful they don't clash with existing filenames. That'll be embarrassing!
- PLEASE DO NOT USE THE TEXTURES LUMP
- If you REALLY do have to use the TEXTURES lump, please create an empty resource in Zdoom format, rather than importing from another source/iwad. Seriously, last DUMP almost everyone had a Textures set where all of the Doom 2 textures were included as well and it made things an unbelievable PITA to sort through.
- No new weapons, no new enemies. Compatibility with gameplay mods/enemy mods is important. The only exception will be the final map for a dramatic final battle, and even then I'll be handling that. MAYBE for the secret map. MAYBE.
- Jumping and crouching WILL be allowed in the maps. It's a ZDoom-based mapset. Pretty straightforward, here.
- Don't go hog-wild and try to create Phocas 2 in a week. Seriously, don't. Start small. Start simple. Polish it up. Fine-tune it. Tweak it. Then sit on it. Then come back to it and tweak it a little more. You'll be amazed at how fast time flies.
- Pistol start will be enforced, so don't make a map expecting the player to have a BFG loadout.
- Be open to criticism and feedback. Nobody here is a professional. Very few people are actually good. Your map will probably have flaws, errors, and things that need tweak.
- Music needs to be either module music or MIDI music, module music preferred. Let's not bloat with ~*~FILESIZE~*~. If you don't know where to pick up module music, head to http://modarchive.org/ and hit "Random Song" a lot or go to http://snesmusic.org/ and pick your favorite Super Nintendo song or http://project2612.org/list.php and pick your favorite Genesis song. There's some good shit there. Promise. Or feel free to leave it to me if you don't care or don't have any ideas.
- As above, be open to someone else tweaking your map. Being the project lead, I'm going to need to make some changes to things in order to make things work. And I'm not the only one this time. We're gonna rub our hands all over your little baby. We're gonna rub it, together. Mmmmmmmmm yesssssss. Rubbin' makes us feel good. Mmmmmmmmmmmmm.
- If you make, like, a 1x1 box, a gauntlet of zombiemen, or some kind of super-shitty nothing-but-a-corridor-and-20-cyberdemons, I'm not gonna include your map. I'm still exercising a modicum of quality control. Put some effort into your fucking map.
WEAPONS:
- Weapons must be assorted by "tier", which specifies the weapon it replaces--a shotgun replacement would be a "shotgun-tier" weapon.
- The only "off-limit" weapon tiers are the fist-tier and pistol-tier, which will have default replacements. Can't really replace those without introducing new weapon pickups.
- As above, engine compatibility range is Zandronum 3.0. Don't go hog-crazy with super-features, focus on what makes a weapon fun and cool to use.
- Hands must be Doomguy hands.
- Weapon must have a fire AND an alt-fire.
- Weapons should be centered, with exceptions made for dual-wielded weapons and melee weapns.
- Weapons must be widescreen-compatible.
- We're not using any new custom keys. Stick with fire and alt-fire. Keep it simple. MAYBE Reload/Zoom. Maybe. Maaaybe. Preferably not but if your weapon is absolutely ruined by not having a third button then okay, go ahead and use it.
- Do not make/use new ammo types. Stick with any of the default existing items or properties (shell, clip, cell, armor, berserk, movement speed, barrels across the map, etc)
- An exception to the above is "internal" ammo types, stuff that does not need to be replenished externally, i.e. some kind of recharging gun.
- Existing systems should not require replacements to make the weapon function--no enemy replacements, no SBARINFO replacements, no MENUDEF, etc.
- Additional systems, such as ACS synthfire or TEXTURES, are allowed.
- Try to keep damage values reasonable. While obviously this is inevitably going to be an imbalanced mess, try not to go too far beyond the average DPS (damage per second) values of weapons. Leeway will obviously be given in regards to things like range, projectiles vs hitscan, and how much ammo is used per shot. Here's some numbers for comparison:
^- Mean Chainsaw DPS: 96
^- Mean Shotgun DPS: 66
^- Mean Super Shotgun DPS: 137
^- Mean Chaingun DPS: 88
^- Mean Rocket Launcher DPS: 382
^- Mean Plasma Rifle DPS: 263
^- Mean BFG DPS: 2756
SCHEDULE LAYOUT:
=====================
Part 1 (May 29-31): Preparation. Use this time to think of your layout, use this time to gather texture/sounds, draw a picture in MSPaint, etc. Starting early is discouraged, but I really can't do anything except point and laugh at you or go "Shame on you" in front of the class. Recycling previous unfinished stuff is allowed--the point is to Get Shit Done, so if you had something lying around that you haven't been able to finish, then fucking finish it you cornschnozzle.
Part 2 (June 1-16): MAKE YOUR FUCKING MAP. OR MAKE YOUR FUCKING WEAPON, OR MAKE FUCKING BOTH. You get two weeks to make shit. Make your map bit by bit, a little bit at a time, or blitz through it all in like a couple hours. Make your weapon in one night, or toss and turn in bed before waking up at 6 AM to do that one sound effect that's been on your tits. Either way, get it done by the 16th. Actually, get it done by the 13th, and use the extra couple of days to sit on it, then fix it up on the 16th.
Part 3 (June 17-30): Compilation and criticism. I'll take a couple days to compile everyone's maps and weapons into a single build and throw it at everyone. Everyone plays through it and offers feedback on everyone else's maps and weapons. People fix up their maps and weapons according to the feedback. I'd say feedback is mandatory, but considering this is being posted on multiple areas (Twitter, Tumblr, ZDoom, Doomworld, etc), giving feedback to everyone would be a huge bitch. Still, play through what you can and post in the area you prefer. This ain't no popcorn show for you to just sit back.
Part 4 (July WhenTheFuckEver): Release and relaxation. We've all made something cool, and hopefully become a little wiser, a little smarter, and a little cuter.
BUT WHAT IF I WANT TO CHAT?:
=====================
Yeah well sure why the hell not, I mean I guess wanting to yammer about with other people would seem like a waste of time when you could be mapping but actually research indicates talking with other people is actually super cool and super fun so it'd be cool to let you do that.
As before, if you want to talk specifically with me, you can hit me up on IRC. My "main" chat room is #anakeion on Zandronum IRC, but I also hang in #doomtwid on OFTC and #ZDoom on Espernet.
If you wanna hit me on Skype, I'm TerminusEst13. (What a shock)
If you wanna hit me on Steam, I'm TerminusEst13. (What a shock mk 2)
Yholl is a little bit more complicated to get in contact with. It's complicated in that he, too, is on #ZDoom on Espernet.
He has a Steam account called Yholl, too, with an anime Touhou girl as an avatar.
He had Skype, once. Then Skype ate him.
PresidentPeople pretty much just hangs on irc in #anakeion.
SUBMISSION FORM:
=====================
Failure to not submit your map or your weapon using this form will result in disapproving stares across the internet, reminiscent of your mum.
MAP:
- Download link: Link to the download.
- Name: The name of the map.
- Credits: Where did your custom resources come from?
- Quote: What did you learn during map-making? What did you think was cool or hard? Or just snark.
WEAPON:
- Download link: Link to the Past.
- Name: The actor name of the weapon you've got.
- Credits: Where did your custom resources come from?
- Tier: What weapon does this replace? Shotgun? Chainsaw? Plasma Rifle?
STUFF WITH CUSTOM RESOURCES AND WITHOUT CREDITS WILL NOT BE INCLUDED
I MEAN YOU'D HAVE TO BE A REEEEAL DICKWEED TO USE SOMEONE'S STUFF WITHOUT SAYING "YO THIS DUDE'S STUFF IS COOL I USED IT"
RIGHT?
GOOD THING NONE OF US ARE THAT KIND OF PERSON
RIIIIIGHT?