ZCTC - Version 4.1 Released!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Kirby
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Post by Kirby »

Well, I would like to throw in t least one map, since I had tried to do the same thing when the project was in its early stages (but the map sucked). I'll post back when it's done.
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Nash
 
 
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Post by Nash »

How about making some farm-themed maps?
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edward850
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Post by edward850 »

They seem to much mock wads...

Speaking of which, I'm just finishing of my 3d floors on my wad and then its ready (and yes I am using zdoom, not gzdoom, zdoom)
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Cutmanmike
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Post by Cutmanmike »

Xaser wrote:Hehe, I had nothing better to do so I whipped up an incredibly weirdass CTC map... I hereby present you with "Techno Sucks", an obviously oxymoronic title. I think I may have crossed the border in terms of complexity though... take a look:

Image
Although it's not *quite* as cluttered as that shot would suggest, I haven't tried it online so I'm not sure about gameplay balance. It seems like it would have some pretty fast-paced gameplay as you can run around like crazy from structure to structure, but then again... consider this a beta. :P

Hey, we need at least one "super-player-amount map", right Cutman? :P

And without any further ado,
link
:trippy: We'll have to test that. Go on IRC some more.
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edward850
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Post by edward850 »

Its complete, I don’t see any bugs apart form the stacked sectors (those are to do with doom's render tho)

I hope its likeable XD
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Cutmanmike
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Post by Cutmanmike »

You'll have to wait till I get home for me to look at it. Can you post a screenshot?
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edward850
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Post by edward850 »

Cutmanmike wrote:You'll have to wait till I get home for me to look at it. Can you post a screenshot?
dam it, you know how to wake up a guy XD
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Cutmanmike
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Post by Cutmanmike »

No offence but the screenshots look rather... Boring/Blank.

You should try either detailing the map or adding some cartoony textures. I mean i'm pondering if I should ad wills' second map because it's so greyscale (I'm only adding it because the tinyness of the map could turn out interesting)

Also:
I honestly don't think it's necessary, but whatever.
Yeah but it helps identify who has the chicken, if you have like 8 doomguys running around with the same color it could get hard. Then again, maybe it's better that way? Maybe i'll remove it...
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edward850
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Post by edward850 »

I knew i needed to add a bit more...

ill get this faked 3d floor map in no matter what! (man thats hard so say)
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Cutmanmike
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Post by Cutmanmike »

Btw why are those weapons floating?
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edward850
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Post by edward850 »

this might explain that, and why i keep on saying 3d floors

Image
Image
Image
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Alterworldruler
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Post by Alterworldruler »

Blah.... edward use more textures diffirency because using only gray textures makes it boring!
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Zippy
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Post by Zippy »

Cutmanmike wrote:Yeah but it helps identify who has the chicken, if you have like 8 doomguys running around with the same color it could get hard. Then again, maybe it's better that way? Maybe i'll remove it...
I would compare this to Goldeneye's flag tag. Being able to visually see who has the objective lets the other players gang up them, to a degree a least (since every player is still an enemy to each other.) That puts more pressure on holding the objective, since other players are easily going to be able to see who, in a given field of vision, has Mr. Chicken. The one thing to consider, though, is that combat in Doom is quite a bit of a shift from that of Goldeneye. The pace is significantly quicker, as players move much faster and take a lot less to bring down.

Could always try to make it customizable. The first player (host) could have the ability to shut it on or off through some scripting. If you wanted to prevent abuse (shutting it off while you have the chicken, turning it on for other players), you could make toggling the option work during only the first 10 seconds of the map, or something like that.
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Cutmanmike
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Post by Cutmanmike »

Yeah i'll do that.
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Cutmanmike
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Post by Cutmanmike »

Ok here's what I want from your punks:

@Wills: They're good maps for this apart from the second one you gave me I have little problem with. Could you do a bit more detail on that bridge? It seems a bit "noobish" to me. Use this chance to finalize anything you wish with the others too.

@Xaser: I seem to keep running into invisible walls on that, i'm not sure if it was Gzdoom doing it though. Also, that big thing near the middile with the chaingun ontop seemed to have a lower texture problem somewhere. Check that out first.

@Edward: Your map needs some serious work. Try adding more detail and different variety of textures.
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