32in24-9: Return of DUEL CORE!

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esselfortium
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Joined: Tue Sep 19, 2006 8:43 pm

32in24-9: Return of DUEL CORE!

Post by esselfortium »

That's right, ladies and gentlemen, today marks the glorious return of the successful 32in24 megawad-in-24-hours series! Over the next 24 hours we'll be making deathmatch maps for 1-on-1 (i.e. duel) gameplay. That means rather small layouts, not whatever gigantic overblown speckledorphs you lilly-livered varmints are calling duel maps in this misguided day and age!

We've got a smaller-than-usual resource wad put together with all the textures from Ultimate Doom plus a couple of other tidbits you may or may not find useful! Be sure to grab the texture wad to avoid bugs in your map, even if you're content to stick with Doom2.wad stuff, because this includes all the original Ultimate Doom switch textures that in Doom2 were for whatever reason turned into identical 128x128 brown96 ones.

Here's the full list of rules:
- Maps will be accepted from 00:00 until 24:00 Eastern time, December 20th. (That's midnight to midnight, for those simple folk in the audience.)
- Small deathmatch maps made for two players.
- Use Doom2 as your iwad, and load the texture wad to avoid switch bugs.
- Make your maps Boom compatible. None of that fancy-pants stuff.
- Custom music is allowed.
- Other custom resources are NOT allowed.
- Don't put exits in your maps.
- Keep it simple! These are speedmaps; focus on making fun layouts above all else.
- Supporting jumping in your maps is encouraged, but keep in mind that not all ports handle jumping physics in the same way. (Some jumps that are possible in Skulltag are not possible in other ports.)

Feel free to join us in #32in24 on irc.oftc.net for discussion and fun.

For more stuff, see our Doomworld thread.

The clock is ticking; go make some maps!

edit: Minor bugfix for the texture wad, I had accidentally made support4 24-wide, which most Doom ports will draw incorrectly. Fixed version is online in the same place.
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The Ultimate DooMer
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Location: Industrial Zone

Re: 32in24-9: Return of DUEL CORE!

Post by The Ultimate DooMer »

esselfortium wrote: - Supporting jumping in your maps is encouraged, but keep in mind that not all ports handle jumping physics in the same way. (Some jumps that are possible in Skulltag are not possible in other ports.)
Although you can put "aircontrol 0.00390625" in the mapinfo to ensure that most jumps will work in ZD as well.
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daimon
Posts: 368
Joined: Thu Nov 23, 2006 4:12 am
Location: malinconia

Re: 32in24-9: Return of DUEL CORE!

Post by daimon »

OMG i already post two maps for this, bro! :D

Why don't anyone of yours doing some maps here on zdoom? Dammit! Get the full force of 9 jokes!!
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esselfortium
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Joined: Tue Sep 19, 2006 8:43 pm

Re: 32in24-9: Return of DUEL CORE!

Post by esselfortium »

K, so it looks like everybody participating is just posting their stuff on Doomworld (really it's easier that way when the wad is being compiled ;) ), but I'll crosspost this anyway:

Image

Earthquake Weather, a layout by Esselfortium (that's me!) that I talked Revenant into doing all the thing placement for because I'm lazy and I was tired of mapping! Thanks, Revenant!
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Vader
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Location: Germany

Re: 32in24-9: Return of DUEL CORE!

Post by Vader »

Looks awesome!

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