For being your first map, you did a good job ;) (because you didn't use the default airman textures). This first map could be good for Last Man Standing mode because its corridors. Try to make some windows: also you can learn to use an skybox (http://doom.wikia.com/wiki/Skybox), that you will surely use in your maps next time.
Small observation: if you make maps that have custom weapons like Oil Slider, Timer Slow, etc. those maps won't work with others maps (generally, servers hosts several mappacks that hasn't custom weapon).
¡Buena suerte amigo!
Do NOT put Time Stopper.
Put Flash Stopper instead. It will save you flaming.
WIP maps still go in the maps subforum :p
For square castle, I'd suggest adding pathways from the corridors into each other, because not only do they look INCREDIBLY cramped, it's also what's called a buster wall.
Also be shure (mispelled onaccidentpurpose) remember that Health and weapon energy come in 2 sizes. Other than that this looks pretty good!
Edit: is it me or does the TAB map look like there is a purple dong (guess what this means) in the room on the bottom.
Good start to your maps! Although that Pacman map does give me an idea....(click to show/hide)
Need to ask before I do this, would it be allowed for me to release an extraction of the Enker, Punk and Ballade Duel maps? Also working on extracting the other boss maps such as Dark Man's, Skull Robot's, Met Daddy's and Gamma's but I need to figure out the music codes for those ones first.enkmus, punmus, balmus
I have those three, I ment the music for Dark Man, Doc Bot, Met Daddy and the RM boss rush, so the MM3,4,5 and 6 final boss battle songs.Quote from: "fortegigasgospel"Need to ask before I do this, would it be allowed for me to release an extraction of the Enker, Punk and Ballade Duel maps? Also working on extracting the other boss maps such as Dark Man's, Skull Robot's, Met Daddy's and Gamma's but I need to figure out the music codes for those ones first.enkmus, punmus, balmus
DRBmus, MM4BOSS2, MM6BOSS2, MM3BOSS2Oooh, they are longer then the others, thats why I couldn't find them. ty.
Made a new map "Acidic Diving" and its code "SWIM01" put together after seeing sorrow of lack of swimming in the upcoming MM8 expansion, it is a simple map featuring swimming (and drowning explained by being in "acid")(click to show/hide)
Need to ask, for the fact I made a swimming map, or the color? If the color since I used Burst's water I wanted to use the underwater effect it had too, and the map being filled with this water light would be reflected off this purple water thus the rest of the room would have a glow to match. Its logical.Quote from: "fortegigasgospel"Made a new map "Acidic Diving" and its code "SWIM01" put together after seeing sorrow of lack of swimming in the upcoming MM8 expansion, it is a simple map featuring swimming (and drowning explained by being in "acid")(click to show/hide)
I'm pretty sure I speak for everyone when I say MY EYYYYYYYYYYYYEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
(and drowning explained by being in "acid")
Quote from: "fortegigasgospel"(and drowning explained by being in "acid")
Can't you add "airsupply = 0" to the MAPINFO definition to prevent players drowning?
Nope, there's no expansion underway. (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=4111)
I suggest not using this pack for LMS, some weapons were picked for usefulness.
So how about that "each time fights on it's own side."
(http://imageftw.com/uploads/20120312/Screenshot_Doom_20120311_165942.png)
QuoteI suggest not using this pack for LMS, some weapons were picked for usefulness.
Ironic as wars are basically massive real LMS matches.
Tried it, all I can tell you is that separating teams is borderline impossible outside of ctf, though it seems to ironicly work better with TLMS
not gonna lie, these maps look hella good, from a screenshot point of view. im going to check these out later. :DDon't expect much in game, the screenshots were just enough to give an idea of what you are going to be in, and are pretty much the entire maps.
Quote from: "Rozark"not gonna lie, these maps look hella good, from a screenshot point of view. im going to check these out later. :DDon't expect much in game, the screenshots were just enough to give an idea of what you are going to be in, and are pretty much the entire maps.
There is one thing I know forgot to fix in Chemical Breakdown the ramps leading out have water and ramped ceilings, but due to the water the ramped ceiling isn't visible but is still there, I'm going to remove the ramped ceiling in an update to make it work like it looks. Gravity Hold in War Ships is very likely to go and not be replaced, the map has plenty of other weapons. Napalm Bomb in Sky High Platforms is very likely to be replaced as well due to how hard it is to get it to clear the gap.
There will defiantly be an update after the MM8 expansion is released to mix Homing Sniper and Water Balloon into maps.
You can code ACS scripts to force teammates to spawn on either side.Ok thank you for saying this, I went on a quest on finding this info on how and I found from the skulltag forums.
Code: [Select]#include "zcommon.acs"
script 1 ENTER
{
Teleport(PlayerTeam + 100, 0, 0);
}
script 2 RESPAWN
{
Teleport(PlayerTeam + 100, 0, 0);
}
PlayerTeam
PlayerTeam()
Well I have the error gone, but it isn't making the teams spawn on the correct side.Code: [Select]PlayerTeam
Should beCode: [Select]PlayerTeam()
...Yay, the joys of coding...
#include "zcommon.acs"
script 1 ENTER
{
Teleport(PlayerTeam() + 100, 1, 0);
Teleport(PlayerTeam() + 101, 2, 0);
}
script 2 RESPAWN
{
Teleport(PlayerTeam() + 100, 1, 0);
Teleport(PlayerTeam() + 101, 2, 0);
}
#include "zcommon.acs"
script 1 ENTER
{
if (PlayerTeam() == 0);
{
Teleport_Nofog(Random(1,16));
}
if (PlayerTeam() == 1);
{
Teleport_Nofog(Random(17,32));
}
}
script 2 RESPAWN
{
ACS_ExecuteAlways(1,0);
}
1. Make 32 Teleport Destination things outside the map.
2. Go and tag these things 1-32. Put 1-16 on the Dr Light side. Put 17-32 on the other. Keep the player deathmatch starts. Drag the teleport destinations to the same location as the deathmatch starts.
3. Insert this script.Code: [Select]#include "zcommon.acs"
script 1 ENTER
{
if (PlayerTeam() == 0);
{
Teleport_Nofog(Random(1,16));
}
if (PlayerTeam() == 1);
{
Teleport_Nofog(Random(17,32));
}
}
script 2 RESPAWN
{
ACS_ExecuteAlways(1,0);
}
Also do not leave spaces in your wad names. It makes people using doomseeker unable to join.
You can also change the LMS rotation if you really want to.Thats for weapons right? That would actually work.
#include "zcommon.acs"
script 1 OPEN
{
ConsoleCommand("SV_UseTeamStartsindm 1");
}
Also, what are those other two things you bumped?ForteGigasGospel's Classic Warfare Pack.
HD COME HOST THIS RIGHT NOW
Also, what are those other two things you bumped?
THEY'RE ALL SO LINEAR AGHHHHHH
They seem nice anywho.
The word linear comes from the Latin word linearis, which means pertaining to or resembling a line.
I kinda know that since you said it in the postQuote from: "SmashBroPlusB"Also, what are those other two things you bumped?ForteGigasGospel's Classic Warfare Pack.
Megaman 8-bit Deathmatch Boss Arenas (the map pack with maps out of the Unknown map)
Both are defined in the original post. but here is screen shots of the boss duel arenas.Quote from: "fortegigasgospel"I kinda know that since you said it in the postQuote from: "SmashBroPlusB"Also, what are those other two things you bumped?ForteGigasGospel's Classic Warfare Pack.
Megaman 8-bit Deathmatch Boss Arenas (the map pack with maps out of the Unknown map)
but what exactly are they
I need definitions man! :ugeek:
A problem that I've seen in all the maps was usually:
a) The weapon placement is terrible and little to no weapon energy or health, most of the time I see a place with lots of health and energy, but in another place with nothing.
b) Alot of the maps are cramped and hard to play in.
The only maps I really liked but still had alot of a) in them were: FGDM04, FGDM07, FGDM10
Yeah but IMO I like constant health grabbing... Also the weapon placement is bad, I know you placed the weapons where people would expect it to be placed but you should always think of how bots would play in the maps. (Some people play like a bot lol). So I think it'd be better if you placed the weapons right in the open instead of in the middle. Also a big problem I've seen in some of your maps is that you place like 4 weapons near each other and not much anywhere else, why? <== and same goes for energy and health.I was being rushed out of the house and can properly respond now.
And seeing that you didn't say anything about the cramped issue, I'm guessing your gonna fix?
Map's looking good. Nice and small. There's a major problem though: health and ammo right in the middle of the roads. Anyone can just zip along and get it all, which almost as bad as having an excess of them. Try dispersing them to near walls, and don't stick them so close together either.Simple enough change, fixed and reuploaded
Only the small healths in the middle of the hallways remain. You really shouldn't leave them in the way in such a small level.Hm, I removed 1 from each spot cause those are in choke points and there is no other health in the top and bottom halls. If I cut them back to just 1 in those spots would it be better of should I just remove those ones?
See the 3 and 3 ammo to the sides? Why not replace the ammo of the middle with health and take out the ones in the middle of the road?http://www.mediafire.com/download.php?qz9oelsienkjwg3
Um, hrm. I find this map a bit too small.If you recall, I started the Strategy expansion, hence this is the demo, and Aries is the first listed Constellation Droid, so this would be the first map, out of about 11, so its to be a warm up map, its even the same size as Cut, I checked.
I'd actually prefer this layout on a larger scale with some more added stuff. It's pretty nice, though.
If ya had screens of each map, that'd be nice to remind each of us on which maps' what.
FGDM01 - Forest River:(click to show/hide)
FGDM02 - Pac Map:(click to show/hide)
FGDM03 - Dynaman Proto:(click to show/hide)
FGDM04 - Blood Gulch:(click to show/hide)
FGDM05 - The Pit:walkways, watch where you are stepping.(click to show/hide)
FGDM06 - Castle Cortyard:with this. Crowrangs are numerous.(click to show/hide)
FGDM07 - Torchman Proto:(click to show/hide)
FGDM08 - Orbital Elevator: Three floors and an elevator shaft, the "ground level" is the only part with normal gravity.(click to show/hide)
FGDM09 - Simple Deathmatch:(click to show/hide)
FGDM10 - Sand Pit:(click to show/hide)
Edit: I forgot to put Castle Courtyard in the poll, that map sucked so hard even I forgot about it.
And less crowrangs. I hate the map myself honestly so I'm probably putting it into crappack regardless. I will fix the crowrang and weapon problem before release of it though, all maps will also probably get weapon reworks to mix some V3 ones in them before they get canned.Quote from: "fortegigasgospel"Edit: I forgot to put Castle Courtyard in the poll, that map sucked so hard even I forgot about it.
That map reminds me of Elecman's stage, but it could definitely use more weapons.
I'm willing to accept Dyna back into the DOS expansion if you can rework it to be a better map.That isn't giving me a way to improve it. And since it was voted to be "redeemed" I plan on keeping the general premise of the map, but improving it based on what it is as is.