Cutstuff Forum

Gaming => The Ghoul's Forest => Topic started by: CutmanMike on April 09, 2010, 10:16:01 AM

Title: Map submission thread
Post by: CutmanMike on April 09, 2010, 10:16:01 AM
As stated in this post (http://cutstuff.net/blog/?p=1996), I am going to start accepting new map submissions. I find it's the biggest want in the community, so as well as updating the old maps I will accept new ones if you're willing to submit them here!

If you'd rather not have it viewed publicly, simply drop me a PM (http://cutstuff.net/forum/ucp.php?i=pm&mode=compose&u=2) instead!

I know some people posted some maps in this forum but just to make sure you want them in the official version, please post them here with the link  :cool:
Title: Re: Map submission thread
Post by: TERRORsphere on April 09, 2010, 11:48:08 AM
Good luck.

Do you think a remixed version of E1M1 would be too small?
Title: Re: Map submission thread
Post by: CutmanMike on April 09, 2010, 11:52:18 AM
I dunno, try it?  :p
Title: Re: Map submission thread
Post by: Grymmoire on April 09, 2010, 07:34:23 PM
I know Pred was putting together a map pack for GVH a while ago, you could try making it official, you'd get a bunch of maps that way  :p
Title: Re: Map submission thread
Post by: CarThief on April 10, 2010, 02:01:19 PM
Well i'd like to have my map added if it isnt too laggy or anything. Even fixed some small things and a very few small ajustments. Its the Lava & Metal map i sometimes update and bugfix.

People seem to love using the vents in the hopes of getting a suprise attack on other people, hehe. And aside the vents its a bit of a run and gun map, but plenty of corners, heights, and stuff, especially vents, to approach the humans without getting instagibbed.

http://www.speedyshare.com/files/21868293/GVHLM6.zip (http://www.speedyshare.com/files/21868293/GVHLM6.zip)
Title: Re: Map submission thread
Post by: Mobius on April 10, 2010, 03:13:26 PM
Quote from: "CarThief"
http://www.speedyshare.com/files/21868293/GVHLM6.zip (http://www.speedyshare.com/files/21868293/GVHLM6.zip)

If this is the map you got me to test 947857835789 times then I support the idea. I actually like this map.
Title: Re: Map submission thread
Post by: PR3D (Backup) on April 10, 2010, 03:59:26 PM
Hey guys um i will be willing to donate a shit load of maps but i have bad news um my computer broke and it has the new update on it with all new maps for the mappack and um its not turning on so i cant get it on my usb

but ill Slap My mother to fix the computer im already starting on a new map guys dont worry dont worry!
Title: Re: Map submission thread
Post by: CutmanMike on April 10, 2010, 05:57:22 PM
Quote from: "CarThief"
Well i'd like to have my map added if it isnt too laggy or anything. Even fixed some small things and a very few small ajustments. Its the Lava & Metal map i sometimes update and bugfix.

People seem to love using the vents in the hopes of getting a suprise attack on other people, hehe. And aside the vents its a bit of a run and gun map, but plenty of corners, heights, and stuff, especially vents, to approach the humans without getting instagibbed.

http://www.speedyshare.com/files/21868293/GVHLM6.zip (http://www.speedyshare.com/files/21868293/GVHLM6.zip)

I remember this one! Will add for next version
Title: Re: Map submission thread
Post by: PR3D (Backup) on April 11, 2010, 05:42:59 AM
Ive started a new map its not finished but here is a taste of it  

http://www.filefront.com/16083977/hi.wad/

not finished  

(click to show/hide)



Beware not finished tho
Title: Re: Map submission thread
Post by: CutmanMike on April 12, 2010, 02:58:17 PM
Well looking good so far, keep it up!
Title: Re: Map submission thread
Post by: CutmanMike on April 16, 2010, 01:21:32 PM
Captain Toenail said I'm good to use his Tomb map. I haven't looked at it yet but here's the link

http://files.drdteam.org/index.php/file ... estomb.zip (http://files.drdteam.org/index.php/files/get/WWMyAtXjqJ/toestomb.zip)
Title: Re: Map submission thread
Post by: PR3D (Backup) on April 21, 2010, 01:13:33 PM
argh i was planning to throw the tomb map into the next mappack update god damnyou cutman D=
Title: Re: Map submission thread
Post by: Mobius on April 21, 2010, 02:10:19 PM
If you are allowing more maps still, here is something Damage was going over with me

http://www.sendspace.com/file/q2c9zg (http://www.sendspace.com/file/q2c9zg)

I suggested a loop by the south end of the map. Apparently he added a loop with 2 routes and a teleport. I personally see this as a potentially great map. It hasn't been fully tested yet, but Damage and I did spend an hour and a half playing gvh against each other on it. I'll vouch for it. Hell, the theme it has is pretty fitting too.

The Tomb level seems a bit small. I feel bad for humans without any proper place for them to regroup and there isn't many escape routes for either class. It's a series of dead ends. I do like the design, idea, textures, and that cave like echo effect. Give it some work.
Title: Don't get hit by a speeding tram!
Post by: r_rr on April 22, 2010, 12:47:08 AM
This is my latest little project for Ghouls vs Humans.  I promise this map is 100% lag free (at least I think)  :shock:

Well, here it is:  http://wadhost.fathax.com/files/onarailbeta3.zip

Here are some screenshots:
(click to show/hide)

The Trams move happily on their tracks, but if you get in their way....

I originally had the idea of using polyobjects for this, but due to lag issues I went with super fast moving sectors.  Credit goes to an XWE tutorial for showing me how to do this.

EDIT:  There are a few bugs I'm still working on fixing.  One is the sector above the tram raising higher than it's supposed to after annihilating a player.  Another is a glitch that allows certain Ghouls to survive a tram collision under certain circumstances, but I won't be telling which ghoul or how its done.  :p
Title: Re: Don't get hit by a speeding tram!
Post by: CutmanMike on April 22, 2010, 08:59:23 AM
You will have to fix these glitches before I can use this in the official GVH (if that was your intention). I played it a few times and the tram kept glitching.
Title: Re: Don't get hit by a speeding tram!
Post by: PR3D (Backup) on April 22, 2010, 10:29:24 AM
Oh i remember this one you were gonna throw it in i guess the um ?? Halt has forced you to post it here?
Title: Re: Map submission thread
Post by: Mobius on April 22, 2010, 01:50:51 PM
Lol damage sector.

Glitches aside, I think it's an alright map. Took a bit to get around the place cause I got lost. It took me a few tries to intentionally get run over. I wish there trains were longer though, looks like little box cars moving across.
Title: Re: Map submission thread
Post by: r_rr on April 22, 2010, 07:33:03 PM
My mistake on not noticing this thread.   :geek:

Well, I've been busy with school, but when I have more time this weekend I'll mess with my map.  The scripting was not originally meant to kill players, and the fast moving sectors can make the tramcars "miss" at times.
Title: Re: Map submission thread
Post by: Mobius on April 22, 2010, 08:13:52 PM
I like the tramcars killing things..

This gives me an idea for a train station map derived from 149 Street in the Bronx.
Title: Re: Map submission thread
Post by: Anonymous on May 26, 2010, 10:43:50 PM
Here's a small contribution I made.

The actual layout for the map is taken from the AOW12 caves I made some time ago, so AOW2 players might be able to recognize this map.

http://morpheus.podzone.net/files/gvh_aow12.zip (http://morpheus.podzone.net/files/gvh_aow12.zip)

(it runs on GVH33, btw)
Title: Re: Map submission thread
Post by: Mobius on May 27, 2010, 08:31:13 AM
Not that I see anything wrong with the map, but it's a bit drab. I mean, Gvh29 is kind of plain too, but it has more than 6 textures in the overall map and a gimmick (bowl with a large vertical object in it). This is just a cave with snow looking textures blocking the exits for some reason and gray everywhere. I mean the floor is nice but, I don't know.

Gvh32 uses more textures than this map, but I am not saying that you should use a million.
Title: Re: Map submission thread
Post by: CarThief on June 03, 2010, 07:43:46 PM
I fixed a few things in my map (since apparently Cutman forgot :P) and in the meanwhile added a optional camera, a button to stop the sparks, flames, and steam. The steam being for strategic purposes i guess. The console thing has a more.... simple look to it as well.

(click to show/hide)
http://www.speedyshare.com/files/22831912/GVHLMv2-2.zip (http://www.speedyshare.com/files/22831912/GVHLMv2-2.zip)
EDIT: I forgot to scan the map and there where some errors i had to fix. Uploaded a fixed one.

Its still named GVHLM though, if you're going to update the version in GVH with this one dont forget to rename the map and other stuff. :P
I tested the camera while checking the FPS counter, it didnt lag while not visible, so i figure its all save and convenient. Off by default.
Title: Re: Map submission thread
Post by: CutmanMike on June 10, 2010, 09:11:59 AM
I will update it for the architecture and such, but that console thing seems like a bad idea. First of all, all other maps have been rid of cameras due to complaints so I'll have to take it out. The console thing seems a bit weird to me. Anyone can go there and turn the special effects on and off? So let's say someone with a less powerful machine plays and wants that stuff off. He'll be struggling to turn the effects off while other people (Mobius  :p) will keep trying to turn them all on.
Title: Re: Map submission thread
Post by: CarThief on June 10, 2010, 02:48:53 PM
Hmm... I suppose, though there mere layout of this map is enough to let the older computers cry in pain. Well, should i do anything about the console in that case or will you remove/alter it? Mind you i'd prefer if atleast the fire effects remain, not sure about the steam if it cant be toggled, unless i just make it silent, i could do that.

Have you tried the camera though? So far i know it really doesnt lag while completely covered up.
Title: Re: Map submission thread
Post by: CutmanMike on June 10, 2010, 02:55:02 PM
No but I fear that any new camera added is going to result in 10+ email complaints to uncle jitterskull.
Title: Re: Map submission thread
Post by: CarThief on June 10, 2010, 03:00:14 PM
Ah, i suppose. Maybe i'll change it later, i'm sure keeping the steam as an option to toggle will do fine, for tactical reasons of course, luckily steam doesnt seem to cause any lag, it's just noisy. :P
Title: Re: Map submission thread
Post by: Ivory on June 17, 2010, 02:32:05 AM
Here a contribution I've been working on for a while.

Moon Light Glade (http://www.mediafire.com/?ozmwmbdoi2z): A small beautiful mountain range within the middle of a great forest. One night on a full moon, the ghouls came out to play.

Called GvH33 in game. It uses textures and sprites from the GvH Into and GvH16.
Title: Re: Map submission thread
Post by: Mobius on June 17, 2010, 05:20:18 AM
The map looks so... happy. I mean, it is sort of a step above GVH08 in terms of flow and design. It is just.. the flats for the ground are so.. not creeper friendly.

The music is pretty fast pace but the map just doesn't.. look like it fits it. I mean, there is also the amount of height variations going around with minimum room. I just see a complete ghoul rape in larger games. I suggest making some of the lower ground levels have more room for humans to glide through without the worry of jitters just swinging about.

Feel free to object though. I would host a test server but lol port forwarding.

I do like the creepy spots though.
Title: Re: Map submission thread
Post by: Ivory on June 17, 2010, 05:34:30 AM
I've ran small private testings, about 4v4 - 8v8 range. It played very nicely and my feed back was positive. As for the more tranquil theme, I thought it was a nice change from GvH's typical hellish, destroyed, factory, evil, etc maps.

It is possible to widen the outside, but I'll just keep it as it is for now until I get some more feed back on it. The private testing shown it to be an ideal size. No classes were too overly powered. But then, 16+ games are a whole different story.
Title: Re: Map submission thread
Post by: TERRORsphere on June 17, 2010, 09:33:09 AM
That map is beautiful. Now fill it with a small white bright spark spawner that moves with the wind. Make it even more beautiful :D

The only complaint I have is the outside area is a little too tight. The marine won't stand a chance against the flying sjas and the sky box... don't ever use line_horizon like that for stars. Stars are VERY far away, so they'll have no perspective. You can use F_SKY1 in the skybox you know? Use mapinfo to make the base sky the texture you want.

And fix the moon texture (software)
Title: Re: Map submission thread
Post by: CarThief on June 17, 2010, 02:35:42 PM
Well i took a look and it seems nice so far, those blasted round corners have more or less a pillar making them rather a circle, making it not that easy for humans to wait in a corner, shoot with incredible accuracy, run away, repeat.

And his idea about having some sparkers move around are interesting indeed, shouldnt be too difficult to do in DECORATE, though i'm no expert myself. Would contribute to the theme, in any case. Though aside the Hell Froze Over map i havent seen much hellish themes in GVH.

So far looks nice, but hard to say more about it yet, havent seen it in action really. Also, i am capable of hosting, but hey, i'm bound to lag somewhat, in particular if its more then 4 players or so. :P

EDIT: Cutman, did you notice the map version i uploaded that has no camera yet? I think that one should do, and probaly saves you some editing. Now its just steam and fire, neither lag and steam only makes noise.
I'll copy the link here in any case. Didnt check if it still works though;
http://www.speedyshare.com/files/22900177/GVHLMv3.zip (http://www.speedyshare.com/files/22900177/GVHLMv3.zip)
Title: Re: Map submission thread
Post by: Mobius on June 17, 2010, 09:35:53 PM
Quote from: "Ivory"
I've ran small private testings, about 4v4 - 8v8 range. It played very nicely and my feed back was positive.

That really depends all on who you were playing with. I mean, I can see what the map is going for but.. I don't know.


Quote from: "Ivory"
It is possible to widen the outside, but I'll just keep it as it is for now until I get some more feed back on it. The private testing shown it to be an ideal size. No classes were too overly powered. But then, 16+ games are a whole different story.

Like I said, it is really dependent on who was there during this testing. I can already see where creepers will have a hard time with all the green and blue basically pointing flags on them that says, "HERE I AM RAPE MY FACE!" on both software and hardware mode. Jitters would love the exact size and height variations that gives them the ability to be hardly hit by projectiles and sjas... well, sjas.

I'd curb my aesthetic gripes with it in favor of flow, and I think of it as a replacement for Wugi cave for damn sure.
Title: Re: Map submission thread
Post by: CarThief on June 29, 2010, 01:37:33 PM
You seem to call everything a potential replacement for Wagi Caves, do you hate that map so badly? :P

Though i dont like it much either, cave and/or the tunnel area with pillars(that obstruct movement even more while not giving cover!), make for some dreadfully effecient camping spots, especially with cyborgs and some snipers, maybe even a ghostbuster/engineer to top it up with traps. And they say its a ghoul map! Maybe on large games...
Title: Re: Map submission thread
Post by: CutmanMike on June 29, 2010, 01:46:10 PM
I like Wagi caves for small games, which are happening more frequently it seems.
Title: Re: Map submission thread
Post by: PR3D (Backup) on July 02, 2010, 12:42:02 PM
Hey Everyone im here to post one of my Maps I've added some changes and it looks alot better please add it to gvh http://www.filefront.com/16937757/Predator_Cave.wad
Title: Re: Map submission thread
Post by: CarThief on July 04, 2010, 10:17:36 PM
Hmm... I remember that one, not too bad, not perfect either, though still misses music quite badly. I think it could do with some improvements regarding detail, but i cant remember if it needed any gameplay improvements.

Hmm... Also slightly suprising after re-reading the first post that only... 1,2, maybe tops 3 maps are being added so far. I mean, GVH is quite popular, hmm... perhaps not such a popular place, here.
Title: Re: Map submission thread
Post by: Anonymous on July 28, 2010, 09:17:07 AM
Currently working on a fair sized map for ya Mike, I'll try to have it finished and submitted ASAP.  :)
Title: Re: Map submission thread
Post by: Epsilon on July 30, 2010, 09:56:59 AM
Hey, Guys  :p

Ok, this might be a stupid map submission and probably impossible to make in a doom map editor.

But...

I was thinking of (if you have played any of the Unreal Tournaments) Facing worlds (yes the CTF map).

also for respawn points (in team death match), the ghouls are on one side and humans are on the other side (just to even the odds a bit)

Lets see if you guys think if i'm a NOOB or not

we'll see.....
Title: Re: Map submission thread
Post by: CutmanMike on August 01, 2010, 12:07:14 AM
Quote from: "PR3D  (Backup)"
Hey Everyone im here to post one of my Maps I've added some changes and it looks alot better please add it to gvh http://www.filefront.com/16937757/Predator_Cave.wad

Link appears to be broke now I've actually come to check it out  :p
Title: Re: Map submission thread
Post by: Mobius on August 01, 2010, 12:42:55 AM
Quote from: "Epsilon"
Hey, Guys  :p

Ok, this might be a stupid map submission and probably impossible to make in a doom map editor.

But...

I was thinking of (if you have played any of the Unreal Tournaments) Facing worlds (yes the CTF map).

also for respawn points (in team death match), the ghouls are on one side and humans are on the other side (just to even the odds a bit)

Lets see if you guys think if i'm a NOOB or not

we'll see.....

Wut?

Do you mind if you like translated most of what you just said, and submit a map.
Title: Re: Map submission thread
Post by: Epsilon on August 09, 2010, 07:39:02 AM
Here watch this movie and you will understand:

http://www.youtube.com/watch?v=BZ5JG1PMMXk&feature=related

I hope you enjoy.
Title: Re: Map submission thread
Post by: Ivory on August 09, 2010, 07:45:02 AM
Sorry, I really can't see this being good for GvH. I can just imagine the Marines delight to be sniping them from across the map due to the lack of cover.

Point: Just because it works in another game, doesn't mean it works in GvH
Title: Re: Map submission thread
Post by: Epsilon on August 13, 2010, 12:31:25 PM
OK OK I got it!

how about this map.
I just started doing map making very recently so don't judge the map.
btw when I'm playing in game I was being a NOOB!
here's the vid link:
http://www.youtube.com/watch?v=U81g9ZMJgic
hope you like!
Title: Re: Map submission thread
Post by: Epsilon on August 24, 2010, 11:28:44 AM
Ok, I've updated this map, by changing the BGM and the cave lighting is blue (for the water)

and I've made another map. Will make movie clip trailer thing soon. :mrgreen:
Title: Re: Map submission thread
Post by: TERRORsphere on August 24, 2010, 11:52:32 AM
Nothing special or impressive. Layout looks dull too.

 Try experimenting with height variation. Keep practising. Copy peoples ideas, layouts, and themes. Then have a go at your own. It helps to be good at the game when mapping too, because of camp spots and how the map flows.

Then you can practice detail. I do like minor detail rather than something that would even be out of place in Wolfenstein 3D.

I am awful at mapping for co-op or single player because I don't enjoy those game modes. But when it comes to Rocket Jumping or Deathmatch, game modes I love, I am very efficient.
Title: Re: Map submission thread
Post by: Mobius on August 24, 2010, 07:29:39 PM
It'd work better if you provided a link to the wad instead of a video, since that would be quicker than uploading said video. I like to explore the map for myself and find areas or experiment in places just to test stuff.
Title: Re: Map submission thread
Post by: Epsilon on September 05, 2010, 08:37:53 AM
As Mobius has requested, I have given a download link to the 3 maps that I have made so far.
here:
http://wadhost.fathax.com/files/?C=N;O=D
the download name is call extra_maps.zip
If you have modified your GVHv2b9 and GVHv2b9maps files then you can either replace the files or make another skulltag directory and play the mod there.
give feedback. :p
Title: Re: Map submission thread
Post by: Geonightman on October 07, 2010, 06:11:25 PM
Ok. So I decided to make a map that has to do another game. I figured what would be the easiest? And boom, I picked Minecraft. So Here is the map.
MY THOUGHTS:
It could have used more changes in height.
The colors need to be fixed. If anyone wants to, go ahead. I will credit both of us. Its my first map that was not just a joke for my freinds so I don't have a lot of expertise.
I'm open so suggestions, it was my first map that had a purpose so please tell me what you think.

All textures are property of Notch, the maker of Minecraft.

EASTER EGGS
1
(click to show/hide)
2
(click to show/hide)

DOWNLOAD
http://www.megaupload.com/?d=TYQFZG7C
Title: Re: Map submission thread
Post by: TERRORsphere on October 07, 2010, 06:44:35 PM
Quote from: "Geonightman"
2
(click to show/hide)
Wow, I had no idea this map was actually an animated GIF!

Anyway, I think it would work better if the scaled the map and textures up by 200%. The Doomguy is a little too big for the map D:
Title: Re: Map submission thread
Post by: Korby on October 09, 2010, 01:24:41 AM
I can't really download. Also, herobrine sounds awesome.
Could you post screenshots?
Title: Re: Map submission thread
Post by: Epsilon on October 09, 2010, 06:15:21 AM
I was gonna use MineCraft for a map and use my house as a map idea,
but I didn't have the textures, but thanks to your wad I can now use SlumpEd and use the textures.
cheers.... :mrgreen:
Title: Re: Map submission thread
Post by: Geonightman on October 11, 2010, 09:09:22 PM
Quote from: "Epsilon"
I was gonna use MineCraft for a map and use my house as a map idea,
but I didn't have the textures, but thanks to your wad I can now use SlumpEd and use the textures.
cheers.... :mrgreen:

Ok. I'll get you any textures you need and you can make a Minecraft map. We will share the credit ok? I've always wanted to be immortalized and what better way then in a game.

EDIT: You may have to change the pallet for them though. I don't know how to do that. Also I am VERY good with details. If you want to do the main things like floor height and such, I'll do the lighting, lining up, the textures, etc. Just focus on the main things and I'll take care of it.
Title: Re: Map submission thread
Post by: Epsilon on October 16, 2010, 08:59:14 AM
sure we can work together, will share the credit (very much). do you call yourself GeoKnightMan in skulltag? I can script it so it says both of our names in the credit (when the map starts).

Might do my old house, which got corrupted after loading another save game and had to delete :mad:

or I could do my new house which isn't complete at the moment, doing work as fast as I can. (because it's symmetrical (I like it this way))  :mrgreen:
(just so as you know, I only like naturally built houses).

or maybe the new hell themed world like in that screenshot

(http://s3.amazonaws.com/data.tumblr.com/tumblr_la37loKz0B1qzd3eyo1_1280.png?AWSAccessKeyId=0RYTHV9YYQ4W5Q3HQMG2&Expires=1287306772&Signature=Z/G%2Biu8VShg0Xijz2JYTu9F5iHI%3D)
just for epic looking stuff in GVH
Title: Re: Map submission thread
Post by: Geonightman on October 16, 2010, 06:14:21 PM
Quote from: "Epsilon"
do you call yourself GeoKnightMan in skulltag?

GeoNIGHTman. No K. We can work on somthing like that. I was thinkin maybe re-create the forbidden forest (like as an homage) not as the whole level. Just like something small like that. I need the fire texture tho which is not in the Minecraft files. I figured out a way to make the cactus and for it to hurt us, too. As for reeds and crops, it would be tricky, but i would be able to work something, all I would need to do is know the height of the ceiling above said reed or crop. As stated above, I am good with detail, but not the grand scheme of things. So if you need to get in touch so we can send the  wad back and forth, my e-mail is Geonightman@excite.com

EDIT: But in game it is completely: [SA] Geonightman
Title: Re: Map submission thread
Post by: Epsilon on October 17, 2010, 10:14:16 AM
OK, I have accomplished my objective in making the basic layout of our Minecraft forest
if you want it, it's here
http://wadhost.fathax.com/files/Minecraft_Forest.zip
enjoy...
Title: Re: Map submission thread
Post by: Mobius on October 18, 2010, 01:47:37 PM
I don't see this map making the cut for GVH. Much of the space is faaaaaaaaaaar to open and exposed for any ghoul to adequately maneuver without being seen and the foliage will only be in the way. You are also using 3D floors in a competitive gamemode, but I don't see where they are used applicably.

It is pretty funny.
Title: Re: Map submission thread
Post by: Geonightman on October 18, 2010, 06:21:02 PM
I agree with him about the 3D Floors because so far none of the other maps for GvH have to be played in OGL (which for some reason now my computer cannot run). I also believe we should add more detail to this map, spooky elements and cabins, etc. If we are going to do that we should however have a creeper explosion in the map so that you can enter it. Also, the camp fire seems to big. Aside from that, It is a good start. If you find a spot for the house, mark it off and I'll make it.
Title: Re: Map submission thread
Post by: Epsilon on October 19, 2010, 09:08:50 AM
The top left corner will do, just remove a few trees if you have to.
after all, it's just a start, developement is what we are gonna do any way.
Title: Re: Map submission thread
Post by: Geonightman on October 23, 2010, 01:47:25 PM
Sorry I haven't been posing much E. I have been caught up with both school and my own (as of yet un-reviled) mod for doom. I'll try to work on it this weekend when i get the chance.
Title: Re: Map submission thread
Post by: Epsilon on October 24, 2010, 09:14:54 AM
Don't worry, I get caught up with school and such as well.
Title: Re: Map submission thread
Post by: Geonightman on October 24, 2010, 02:51:35 PM
Ok slight snag. Whenever I try to edit the map for some reason it won't work. It keeps messing it up. Idk why.
Title: Re: Map submission thread
Post by: Epsilon on October 27, 2010, 08:14:10 AM
I could do it if you really want me to, not unless you have it under control.
Title: Re: Map submission thread
Post by: Ivory on November 05, 2010, 03:06:02 AM
After... I forgot, I got around to fixing up my submitted map, Moon Light Glade.
In a hope that a new map may actually encourage a GvH update.
http://www.mediafire.com/?keqpx3e863wbe9d

List of Changes
Title: Re: Map submission thread
Post by: TERRORsphere on November 05, 2010, 03:18:15 AM
Can you make the skybox 255 brightness so that is doesn't get fake contrast on the walls. Also, the cave is way too dark, I can't see shit in software. However, the rest is pretty solid
Title: Re: Map submission thread
Post by: Ivory on November 05, 2010, 03:48:54 AM
Updated.
http://www.mediafire.com/?zh6x007c1bh5ddo

Skybox is fully bright now.

The lighting in the caves should be better. I kept three areas intentionally at the same lighting. Both being small areas. One is the one way stair case in the cave area, the other two are both the small mine areas on the sides. Also creeper holes, for the creepers sake.
Title: Re: Map submission thread
Post by: Mobius on November 05, 2010, 01:18:05 PM
Yayification!

This is a nice 3on3 type map considering the size, and I like the hiding spots for both humans and ghouls. I can see where the tombstones can be a deathtrap, but who gives a shit?

Creeper holes are nice way to get around. Where is the song from again?
Title: Re: Map submission thread
Post by: Ivory on November 05, 2010, 01:44:09 PM
It's from a lesser known megaman styled doujin videogame called Rosenkreuz Stilete. It's the characters name is Grolla Seyfarth, the theme is called "Dark Purple Moonlight". It was part of my inspiration, and the only thing I ever found that fit the whole tranquil night theme.

Along with a Cutty head, there's also an entire picture of Grolla hiding somewhere in the map.

And just for the fun of it,
http://www.newgrounds.com/audio/listen/292054
That was the original song I was going to use for a while, but it was long too long and didn't cut down well. Then there's also an issue with the humming like noise going on.
Title: Re: Map submission thread
Post by: Mobius on November 06, 2010, 12:09:17 PM
Now if only the map was a bit more gritty, but otherwise it isn't bad gameplay wise.
Title: Re: Map submission thread
Post by: Ivory on November 06, 2010, 07:48:40 PM
Quote from: "Mobius"
Now if only the map was a bit more gritty, but otherwise it isn't bad gameplay wise.

There's an exact reason why isn't gritty. All the other maps tend to be hellish, destroyed, tech bases, and so forth. So to stand out, I made a map of a location the Ghouls have yet to touch. I think it has more eeriness to it that way. An oddly calming environment in a game about Ghouls ravaging the earth and humanity.
Title: Re: Map submission thread
Post by: CarThief on November 07, 2010, 03:36:30 AM
Ah, seen this before. Though i am not sure about the gameplay, it atleast looks good enough to get into the pack.... If it ever gets released... The theme is quite new indeed, i guess its a refreshing change from heavy combat in ravaged areas, techbases, or urban areas.

Perhaps to make a new map for GVH, maybe that would add enough reason to make v10. If it guarantees an decently early release, i'm sure that'll give me inspiration... :P
Title: Re: Map submission thread
Post by: CarThief on November 14, 2010, 02:28:44 AM
Well i made a map for GVH out of boredom, and in hopes it might get it updated sooner, especially when multiple maps... hopefully...

(click to show/hide)
http://www.speedyshare.com/files/25179104/GVHAAB.zip (http://www.speedyshare.com/files/25179104/GVHAAB.zip)
I couldnt find any better music for it though. But i guess the current one suits it a little, an abandoned base of sorts.

Maybe this'll do for GVH though? If so, i dont mind if a better music gets picked.
Title: Re: Map submission thread
Post by: TERRORsphere on November 14, 2010, 03:08:58 AM
I sense major human camping issues outside. Add some rocks or something so that humans can't dart around.
Title: Re: Map submission thread
Post by: CarThief on November 14, 2010, 04:01:55 AM
If you mean this spot...
(http://img268.imageshack.us/img268/7940/screenshotdoom201011140.th.png) (http://img268.imageshack.us/i/screenshotdoom201011140.png/)

I added 2 creeper holes, and there's already a few rocks and other obstacles outside, but i didnt want to clutter it up THAT much though, its basically hit and run for the human team if they didnt put themselves in that corner area.
(click to show/hide)
Hmm... Well they dont have a major advantadge of avoidance when inside, the outside should be quite doable for either side with some teamwork, i think. Only one way to find out though, if it actually gets some people playing on it.
Title: Re: Map submission thread
Post by: Mobius on November 17, 2010, 01:24:53 PM
Once again, a very detailed sectorwhored map so this is visually pleasing. It has the same textures and theme flow like GVH31 so I suppose this is just your signature style. I do kind of agree with DTD about the outside, as if I was a human I would have no need to even step inside and get buttraped.
Title: Re: Map submission thread
Post by: CarThief on November 17, 2010, 02:09:40 PM
Ah, this forum finnaly has some activity. Hmm... I'm not sure if the outside is THAT bad so far, though i guess im open to suggestions, provided i can do something with them.

I can imagine there's hardly any cover outside, and taking a step out might cause one to be shot from various angles, but im not quite sure what to do about it, there's a few rocks here and there, i even added a few creeper holes pointing towards the corner on the outside, hmm...

Hmm... And i dont think there's exceptionally much sectors in it at all, though i guess its not small either. :P Shouldnt be the cause of lag though, im sure.
Title: Re: Map submission thread
Post by: Mobius on November 17, 2010, 03:59:58 PM
Midtex structures might do you some justice.
Title: Re: Map submission thread
Post by: CarThief on November 17, 2010, 04:07:22 PM
Well im already quite happy with how the map looks (though i'd love to have better music for it, but i couldnt find any). :P
If its for the camping issue outside, hmm... No idea, im not gonna make bridges due to Jitterskull though (though one the rooms have them as an sort of cover over an vent - purely decorative, and tested!).

Hmm... No idea, perhaps more obstacles that are high enough to get cover with?
Title: Re: Map submission thread
Post by: Epsilon on November 22, 2010, 08:58:27 AM
I hope it's not too late to submit maps!
cos I made this minecraft map, and I wanna submit it
here
http://wadhost.fathax.com/files/Minecraft_Mayhem.zip
give feedback :p
Title: Re: Map submission thread
Post by: Mobius on November 25, 2010, 10:36:12 AM
Outside a huge wide space camp spot for humans.
Title: Re: Map submission thread
Post by: Epsilon on November 26, 2010, 07:21:34 AM
Slight update to the map.
now the map has special "things" added to it.
example: the cacti now hurts you, the portal has an animated pic
here:
http://wadhost.fathax.com/files/Minecraft_Mayhemv2.zip
if you run it with gvhv2b9 the torches have a special effect.
Title: Re: Map submission thread
Post by: TERRORsphere on November 26, 2010, 07:59:17 PM
I had to take this screenshot, it's the law.
(click to show/hide)
Title: Re: Map submission thread
Post by: Epsilon on November 27, 2010, 07:09:33 AM
YEAH lets punch some wood!
 :p

I also uploaded a video to youtube.for my witty attempt to make the map look good.
http://www.youtube.com/watch?v=NuD45yQEHoY
heh
Title: Re: Map submission thread
Post by: Ivory on November 27, 2010, 07:50:12 AM
So after testing this little sucker out. Keep it out of GvH. It's absolutely
horrible.

The Outside
Water? Jitterskull? Why would you put that there!
Wide open grounds for Humans to gallop about raping ghouls left and right.
Only one portal in and out of the nether. Perfect for camping. Did we really learn nothing from Two Sided Tech Base?

The Nether
Cramped uneven terrain? Perfect for ghouls.
Despite being so claustrophobic and cramped, you managed to shove harmful lava in it as well. Was nothing learned from Wagi Caves?

I have no idea how you did it, but you managed to have ideal camping conditions for both sides. With absolutely no middle ground in between.
Title: Re: Map submission thread
Post by: Mobius on November 27, 2010, 01:40:10 PM
Quote from: "Ivory"
I have no idea how you did it, but you managed to have ideal camping conditions for both sides. With absolutely no middle ground in between.

So it's GVH21 then? POW!
Title: Re: Map submission thread
Post by: Epsilon on November 28, 2010, 08:10:01 AM
I did some detailing and stuff. if you want an updated version of the map it's here
http://wadhost.fathax.com/files/Mincraft_Mayhemv3.zip
(not like anyone wants it anyway)
Title: Re: Map submission thread
Post by: Eruanna on December 01, 2010, 01:51:35 AM
Ok - for GvH v3 I am on a hunt for new maps, I've gone through this thread, this is what I've found so far:

On a Rail: (r_rr) viewtopic.php?p=7276#p7276 (http://cutstuff.net/forum/viewtopic.php?p=7276#p7276)
- Obviously too glitchy, despite updates. There might be another way to pull this off, actually, using stacked sectors and interpolation points or something similar. Unless the map is working properly though, there's really nothing I can do.

Snow Cave: (Remmirath) viewtopic.php?p=8230#p8230 (http://cutstuff.net/forum/viewtopic.php?p=8230#p8230)
- I like this map, but the only comment that's been posted about it is that it is too gray. Would retexturing save this map? How about adding snow drifts? I can't think of a lot of things that would really be good for color though. The retexture (from the triggered secret in AOW12) is too brown, and doing much more than that would make it lose its identity for what it is.

Moon Light Glade: (Ivory) viewtopic.php?p=24659#p24659 (http://cutstuff.net/forum/viewtopic.php?p=24659#p24659)
- This map has received a lot of very positive reviews. I think this is a definite go for adding into the next version.

Minecraft: (Geonightman) viewtopic.php?p=15864#p15864 (http://cutstuff.net/forum/viewtopic.php?p=15864#p15864)
- More complaints than praise about this map.

Minecraft Mayhem: (Epsilon) viewtopic.php?p=31807&sid=a2260d1cf1da6f84364f1a0eea622a8e#p31807 (http://cutstuff.net/forum/viewtopic.php?p=31807&sid=a2260d1cf1da6f84364f1a0eea622a8e#p31807)
- Same as above.


If there were any submissions pointing to dead links that are no longer accessible, I've not included them here. Sorry! Please use a permanent file sharing service such as Mediafire.
Title: Re: Map submission thread
Post by: TERRORsphere on December 01, 2010, 02:15:55 AM
I'll improve GVH26. I've already done it but there's still a few problems I need to iron out.

Expect it on Wednesday this week.
Title: Re: Map submission thread
Post by: CarThief on December 01, 2010, 03:49:25 PM
Hmm... I'll upload GVHAAB again with the minor improvements.
The post with screenshots and all should be a page or two earlier.
http://www.mediafire.com/?gxmgiic8bl0mvdd (http://www.mediafire.com/?gxmgiic8bl0mvdd)
Edit: Oh, i couldnt find any good music for it, so i picked the best suited thing i could find in Doom or Skulltag. I dont mind if music gets chosen and added, i guess.

Hmm... I also wanted to update GVH31, people dont seem to like the doors, so the current map version has them slightly altered. Just need to find and reupload it. Suppose i'll make a post or edit this post later.
Edit: Done, probaly needs a tiny bit of name editing to fit into GVH, possibily.
http://www.mediafire.com/?bb03nfzfdpmwicf (http://www.mediafire.com/?bb03nfzfdpmwicf)
Title: Re: Map submission thread
Post by: TERRORsphere on December 01, 2010, 08:55:07 PM
Ok, I've updated GVH26. It's such a major improvement on the old GVH26.
Being a former Software user, I try and make all my maps balanced in software and OpenGL. So don't expect palette rape in my map because I won't allow that. It's also not too dark.

The skybox works best in OpenGL. In software, you can't really see it.

Software
(click to show/hide)


OpenGL
(click to show/hide)


Download
http://www.sendspace.com/file/09k8br
Title: Re: Map submission thread
Post by: Eruanna on December 06, 2010, 08:05:43 PM
I've had to change the map quite a bit after being imported. The sky definition no longer worked after conversion to pk3 format, so I simply made a software-compatible skybox inside the map and used it instead.

Also, there were tons of texture misalignments. I haven't fixed all of them, but I did fix a few that were really bugging me.
Title: Re: Map submission thread
Post by: TERRORsphere on December 06, 2010, 09:22:06 PM
Yeah, GZDoom visual mode is epic, It shows slopes, transparent textures and 3D floors...

 ...but it doesn't display offsets correctly.
Title: Re: Map submission thread
Post by: Eruanna on December 07, 2010, 01:18:06 AM
What's happening here is actually a bug in GZDoom visual mode.

It expects your map to be UDMF format, which it's not. So it's writing to variables that don't actually exist in the map.

So after you save the map, they're gone, you load it back up again, and it's as if you didn't even touch it at all.

I've had to switch to regular visual mode to fix it. If you want I'll just convert the whole thing to UDMF and give it back to you so you can update it how you want.
Title: Re: Map submission thread
Post by: TERRORsphere on December 07, 2010, 01:22:37 AM
Quote from: "Eruanna"
I've had to switch to regular visual mode to fix it. If you want I'll just convert the whole thing to UDMF and give it back to you so you can update it how you want.
Sounds good. I'll try and crank some more detail in. I'll test on my craptop as well incase it lags.
Title: Re: Map submission thread
Post by: Eruanna on December 07, 2010, 02:51:08 AM
http://www.sendspace.com/file/5sk41m

Since it's in a pk3 archive now I had to separate the resources. But if you load it on top of your old one it should work fine.

(EDIT: Uploaded a new version, I forgot to transfer the SCRIPTS lump upon conversion)
Title: Re: Map submission thread
Post by: TERRORsphere on December 07, 2010, 06:34:19 PM
http://www.sendspace.com/file/pe3shq (http://www.sendspace.com/file/pe3shq)

Done, done and done.
Title: Re: Map submission thread
Post by: Eruanna on December 07, 2010, 06:36:32 PM
Thanks. Added. :)
Title: Re: Map submission thread
Post by: Raider on December 09, 2010, 02:39:52 PM
Since your excepting new maps, I had collected maps I found by various authors a long time ago, and put them all together.  Some you already seen, and some I don't think you have yet.  I'm at school ATM so I'll have to upload it later.
Title: Re: Map submission thread
Post by: TERRORsphere on December 10, 2010, 01:29:13 AM
I'm thinking of taking layouts from Duel32 and merge them together to make a nicely sized GVH map. It won't be copy pasted, just extremely heavily inspired.

Maps such as:
Dwango Map01,
Brit11 Map01,
SSL2,
UDM3 Map09,
UDM3 Map01 (I know it's not in Duel32 but it's a great map).
Title: Re: Map submission thread
Post by: Raider on December 11, 2010, 02:25:12 PM
Ok, I got it, here http://www.sendspace.com/file/oyv763 (http://www.sendspace.com/file/oyv763)
Ignore the maps you've already seen, but take a look at all the other ones.
Title: Re: Map submission thread
Post by: Eruanna on December 11, 2010, 04:57:33 PM
Okay.

? GVH33 - On A Rail - r_rr - Rejected - I like this map - it has a lot of potential, and it's really well done. But it's glitchy, cannot accept until it is remade with polyobjs (they CAN be set to crush players)

? GVH34 - Mountain Storage Facility - CarThief - Accepted - Looks extremely similar to GVH07, GVH31, and (our) GVH33. But will accept anyway. It just needs a few tweaks to be more thematically "outset" and it should be okay. (I'll probably give it a skybox)

? GVH35 - Ghostbuster HQ - CarThief - Accepted - Will accept, but reluctantly. It is very gray.

? GVH36 - The Facility - Unknown - Rejected - This map is underdetailed and unfinished. This needs a bit of work.

? GVH37 - Nostalgic Memories - Unknown - Accepted - Approved big time. It's very beautiful, it's like a Hexen 2 map only better and more colorful. Needs author name.

? GVH38 - Insanatorium - Damage/Grymmoire - Accepted - Overall the attention to detail is very clear and it is obvious this map is one made to be seen.

? GVH39 - Survor - Unknown - Rejected - No lighting variation, not enough detail. This map looks very plain despite its small and cramped size, which is also a problem. Some of the detail that it does have interferes with gameplay.

? GVH40 - Ghoul March - Remmirath - Already in - This map needs a minor revamp but Remmirath is already working on that.

? GVH41 - Ghoul Wrestling Federation - Unknown - Rejected - The flashing lights will give me a seizure if I stare at them too long. Besides that, it's also underdetailed.

? GVH42 - Moonlight Glade - Ivory - Already in - This map needs some minor tweaks, but it's already in the SVN.

? GVH43 - Let's Bowl - Kashtanka - Accepted - Some minor tweaks and this map will be alright.

? GVH44 - Predator Cave - Predator -  Rejected - This map is good, but it's too "busy". There is no set theme here - it's mostly a conglomeration of every natural rock texture available in Doom/Skulltag/GVH plus some ice. This map can easily be accepted once it asserts its own 'identity' so to speak. Also, texture alignments need to be worked on.
(P.S. Predator, if you're reading this, don't use ASHWALL. :))
Title: Re: Map submission thread
Post by: Ivory on December 11, 2010, 07:40:01 PM
Quote from: "Eruanna"
Okay.
? GVH42 - Moonlight Glade - Ivory - Already in - This map needs some minor tweaks, but it's already in the SVN.

Is your team doing these minor tweaks, or do you want me to make them?

Edit: Whoops, I just knocked the thread to the next page! Make sure you check the last post, it's very important!
Title: Re: Map submission thread
Post by: Eruanna on December 11, 2010, 10:35:16 PM
We'll tweak it. :)
Title: Re: Map submission thread
Post by: CarThief on December 12, 2010, 07:07:49 AM
Well im suprised my old submission Ghostbuster HQ got dug out and put in, though i suppose i put every other details of it in the PM. Hmm... I did like the Lets Bowl map, also gives me fond memories of the chaotic battles and actual bowling gvh style we've had, hehe...
Offtopic but somewhat related video:
(click to show/hide)
Well i hope the permission on adding the maps is no problem. Will be nice to have some new maps anyway, just hope the update wont take forever. :P
Edit: The map being a tad grey was probaly the theme, really.
Title: Re: Map submission thread
Post by: Eruanna on December 12, 2010, 08:07:52 AM
Quote from: "CarThief"
Will be nice to have some new maps anyway, just hope the update wont take forever. :P
I think the update will be well worth the wait. I anticipate it will take a while for you guys to get bored of the new stuff after it gets added. :) At least, that's what I am hoping. :)
Title: Re: Map submission thread
Post by: Raider on December 12, 2010, 07:01:00 PM
Oh, the Survor and Facility maps were made by PRED but didn't have a name, I just put them in there because my cousin liked them for some reason, I forgot to remove them, and the GWF was megadarkly's really old map submission for EW, which my cousin also liked, I really don't know why.  Actually, I was searching for a few other maps that were submissions for EW, they're called Space Pyramid, Isolation, and Target Practice (I think they were from Captain Bighead), if anyone has them can you upload, because I loved those maps, especially Space Pyramid.

Oh, and the "Let's Bowl" map was made by Kashtanka (think I spelled that right...)
Title: Re: Map submission thread
Post by: Eruanna on December 12, 2010, 08:12:25 PM
I already got in touch with Kashtanka and got his permission to use the map. The only map I'm missing approval for now is the Nostalgic Memories map. It's a shame, because it's a good map.
Title: Re: Map submission thread
Post by: Raider on December 12, 2010, 10:52:23 PM
Well, if no one comes up and says anything, maybe you can just add it anyway and leave the author field "unknown", but just maybe.  I'm pretty sure the author wouldn't even mind it being official anyway, but still.
Title: Re: Map submission thread
Post by: Eruanna on December 13, 2010, 06:46:46 AM
You are probably right - but I am going to make a concerted effort to get in touch with the author anyway. I had planned that but I was going to wait a while to do that - and even much longer than I already have.

Maybe the mystery identity will reveal himself after his map is out, who knows. :) lol

In any case, with my moral beliefs, it is kinda his own fault if he did not credit himself, as releasing his work into the public like that kinda makes it public domain. No name = no one to say what you can do with what.



[EDIT] You know what, I'm just gonna go ahead and go forward and add it. If it proves to be a bad decision, at least the author of the map will finally make himself known. :)
Title: Re: Map submission thread
Post by: CarThief on December 13, 2010, 08:16:56 AM
Ah, i think i got a fair bit of all those old maps on my computer. Its like a museum for GVH things in there! I could try and search and upload some of those old map submissions, though i assume you could ask the author(s) (bighead, others) about them as well.

Could try and help out with any other old, old file requests. I've been around since the start of GVH anyway. Hard to miss any gvh-related files, especially when it didnt even have its own maps at all! Ah, what a difference it is from now...
Edit: Might as well put it here; no clue who made that gvh37 or something map though. It doesnt seem that old either.
Title: Re: Map submission thread
Post by: Eruanna on December 13, 2010, 03:09:49 PM
For now I'm pretty solid on what maps I want to release. If you give me another map pack it won't be in until next release.

I think 8 (or possibly 9) is quite enough for a single release don't you? :P

But yeah, if you go ahead and dig those up, it would be appreciated, there might be some more to include later on. :)
Title: Re: Map submission thread
Post by: Raider on December 14, 2010, 05:39:42 PM
What maps, do you have Bighead's maps?  It would be really nice if you did upload them.  And I'm all outta maps, those were the only ones I had heh.  Can't wait for the new release, I bet its gonna be sweet.
Title: Re: Map submission thread
Post by: CarThief on December 14, 2010, 06:58:12 PM
Suppose i might as well put a link to a collection of old maps i've uploaded. Some of them seem to be already in GVH, no idea if there's anything of use in it though. Oh, and no clue who the authors are, aside a few files or its contents being named after their authors, like bighead.
Suppose it would be best to ask them first before using those or so.

http://www.speedyshare.com/files/257088 ... VHMaps.zip (http://www.speedyshare.com/files/25708820/RandomOldGVHMaps.zip)
Title: Re: Map submission thread
Post by: Raider on December 15, 2010, 01:17:24 PM
Thanks Carthief, your the best.  I've been dying to play these maps again, and I went through so much googling and running into dead links, when I could of just posted here and asked I guess.  I'll see what maps are in here for now, then I'll check the rest of them out.
Title: Re: Map submission thread
Post by: Eruanna on December 15, 2010, 03:37:01 PM
I'll take a look at these, but I can guarantee none of them will make it in until after next release.
Title: Re: Map submission thread
Post by: Raider on December 16, 2010, 11:22:57 PM
There are 4 new maps in that pack, the others are old versions of the current maps.  They are Space Pyramid, Isolation, Target Practice, and The X Zone.  It's my first time seeing the x zone, It's got a pretty eerie feeling to it I guess, but may not be suitable for all classes.  The hallways seem to be a bad place to go, because they're kinda cramped.  But other than that I kinda like the map.  The other 3 are pretty nostalgic, which reminds me that the first version of Isolation had a different music lump called D_AGRESS, which can be found in the gvhspecialmappack.zip, in the bigheadpack, I liked that music better than the other one but other people may not.