Deathmatch Revival: July 4th release set!

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Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm
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Deathmatch Revival: July 4th release set!

Post by Doomkid »

Attention all Deathmatch Mappers, we need you! It's about time I signed up for the ZDoom forums, and I think some of you out there will really like this idea.
You can find this thread on all the other Doom forums as well, but I want this to be a true mix of influences from all around the community.

For a while now, I've wanted to collaborate with other mappers and get some more solid, oldschool-style deathmatch levels put together. In recent years, DM seems to have fallen greatly in popularity, and I want to do anything I can to get people back in the killing feilds. COOP and Survival are great - but there's nothing like pitting marines against eachother.

The Team So Far:
- Doomkid92
- agaures
- Decay
- TheMionicDonut
- Flamen0d
- StarKiller
- mr fiat
- W1D3A55
- one_two
- bobvorn
- Tor-Bjorn
- dachauncinator
- nub_hat
- joepallai
- katZune
-
-
-

I have built 3 maps for this project so far, which you can download here: http://www.mediafire.com/?6m5jvp7u1nkhrxj
(warp to map11, map12 and map13 to view them)

What I'm aiming for with this community effort are maps that [obviously] play well and look nice, but aren't overcrowded with 10 million unnecessary sectors or full of clashy texturing. This is a project where all mappers, new and old, are invited to put their ideas forward, collaborate with others, and construct some balanced DM zones for us all to enjoy!

Your map can be for Duel or FFA, the choice is yours, but try to make it so your map could handle a 4 man FFA if it had to.

You may contribute multiple maps if you'd like, but as a reccomendation, put more love and care into just 1 or 2 maps - You'll be more pleased with the results. In total, this pack should end up at ~20 maps, after all is said and done.

Screenshots:
Image
http://imageshack.us/photo/my-images/547/dm2w.png/
http://imageshack.us/photo/my-images/560/dm3.png/
http://imageshack.us/photo/my-images/560/dm1r.png/

These maps don't necessarily have to be DOS-Doom compatable, our target audiences are Zdaemon, Odamex and Zandronum players, as they are where you'll probably find a deathmatch if you're craving one. *Make sure it can run in any of these ports listed!

The expectation here above all else is balance; appearance is very secondary, and other mappers will be able to assist with texturing and eye-candy, if you wish. Gameplay issues like Blue Armor on BFG on Soulsphere are a big no-no, unless they're nearly impossible to grab. Make the players really earn their frags :)

I really hope to see some interest generated for this - If I don't get deathmatches in on a daily basis, I start getting an itch, and I know I'm not the only one. Sign up now and show us what you've got!

*Use custom textures very sparingly, only 2 or 3 is preferable, or none at all of course. Just include any patches and textures youll be using in your .wad when you send it my way.

8-)
Last edited by Doomkid on Mon Jun 10, 2013 2:43 am, edited 2 times in total.
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jpalomo
Posts: 776
Joined: Mon May 17, 2010 9:45 am
Operating System Version (Optional): Nobara Linux 43 KDE
Graphics Processor: nVidia with Vulkan support

Re: Deathmatch Revival: Mappers Needed, Sign up now!

Post by jpalomo »

Nice first post. Judging by the screenshots alone, this is actually looking pretty good. I'll download the maps and try them out in Zandronum and give you more feedback.
EDIT:
Map12 seems to have too many explosive barrels.
Spoiler:
These especially should be moved. They block entry into this room unless you jump over them.
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm
Contact:

Re: Deathmatch Revival: Mappers Needed, Sign up now!

Post by Doomkid »

Yeah, the ones blocking the doorways will be moved in the end. I thought it could be 'tactical' to have them placed there, but playtesting proved it's an annoyance above all else :P

Thanks for the feedback! Stuff like this goes a long way in making a mapset good, eventually we'll be looking for playtesters too. If anyone is interested, just send me a message and I'll add you to the 'testers' list.
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm
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Re: Deathmatch Revival: Mappers Needed, Sign up now!

Post by Doomkid »

Image

Hey there ZDoomers. I apologize for being so inactive in this thread.. I really need to come here more often, Doomworld and Zandronum are the only two forums I lurk at enough. Still, I thought you may all be interested to know this project has come near completion since I last posted!

DOWNLOAD VERSION 0.9B:
http://www.mediafire.com/download/59yfb ... MR_v9b.zip

A lot of updates, enough to set a release date at July 4th!

-Credits map built! I went the simple "Names scrolling in lights" route, no picking of favorites or little icons or anything. I think this works best anyway.

-Texture issues begone! Aside from the VERY rare stray flat, every texture issue is resolved and all maps are totally cross compatable. It took plenty of time, but this is a great step!

-Details added. Map 16 (Deathmatch Prison) was very bare, and has had a lot of love shown to it. I think it's looking pretty slick. Map 24 (Splatter House) is an awesome map but it suffers from some serious textures issues. A few other maps could stand a bit more detail too.

-Some MIDI's changed. Some repetitive MIDI's were swapped and other requests have been met. If you want me to change your song, just send the new file my way and I'll put it right in.

Long short, here's where we stand: Another run through of beta testing: Looking for any remaining glitches, and detailing the very few remaining sparse areas. Any texture alignments should be pointed out too - We want the maps to have that nice 'finished' look to them.

Image
Image
DMR on Youtube: http://www.youtube.com/watch?v=XkXnz9TpVsc

Any feedback you might have is very appreciated - we need to know what's great and what isn't so great!

:mrgreen:
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