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Messages - Decay

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46

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: May 09, 2012, 15:40:47 »
http://speedy.sh/BDp6z/beta7.zip just your average update. Gameplay wise, this version is pretty important I'd say, please leave me your comments if you could!
47

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: May 07, 2012, 18:12:55 »
http://speedy.sh/wAp5f/beta5.zip

Here is what will likely be velocity II's maplist. 10 maps (13-22), resource wad merged with said maps. This is only a really rough sketch, most of the maps are not detailed at all, but I'm just trying to get a solid maplist first.

Please leave some thoughts, i really need to know what you guys think of the maps as they are so far so we can improve layouts, gameplay, etc

map13: DTDsphere by DTDsphere
map14: Industrial Waste Sewers by Decay
map15: The E4-Themed Reject by Kamai
map16: 2 Pronged Snake by Shane
map17: A Simple Complex by Decay
map18: 360 Kick Spin by Shane
map19: Clash of Empires by Shane
map20: DECAY INDUSTRIES by Decay
map21: Save the Universe by Heavewraith
map22: Chernobyl's Requiem by Kamai

Take a browse, let me know what you like, don't like, etc. It's very helpful to know what isn't liked ahead of time!
48

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: May 01, 2012, 17:29:36 »
So, first tests and impressions were held on sunday, and unfortunately the move towards more "abstract" ideas did not go over as smoothly as I had hoped, but that doesn't mean to say all the maps were bad~

Heavenwraith seems to have produced another winner, some maps just need a little reforming/touch-ups and others were tossed. As a result of the testing, I've decided to go back to making what made the first velocity great: sheer intensity.

I'm hoping to get a new build out by this weekend for another round of testing.

Here's my first new offering, Decay Industries


49

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: April 26, 2012, 17:57:18 »
Thanks guys!

First round of testing is slated for this weekend, and I'll be handling most of the stuff from #mxu, so come on out if you're interested.
50

Maps, Wads and Mods / Velocity X: Mechanix Edition

« on: April 23, 2012, 20:37:51 »
It's coming!

The sequel to Velocity CTF, Velocity II is looking to have some more abstract maps and concepts, as well some heavy slug outs with wicked pace.

Velocity II will be undergoing a far more stringent testing and detail checking than Velocity I, and as such anyone is more than welcome to come help us test.

So far, we have maps 13-19. Some screenshots!






As always, if you have an interest in actually submitting a map to velocity, or want to test it, you can find the me and the latest updates in #mxu on quakenet primarily, or find me in #odamex
51

Maps, Wads and Mods / Re: Essay duels

« on: April 12, 2012, 21:15:20 »
Hey guys, I'd like to upload this to a mirror soonish, so if you have any critique of these maps, please let me know!

http://speedy.sh/gHjjE/essayduels1e.wad

This is the most recent update, give the maps a peruse, tell me what you like, what you don't, etc. Thanks!
52

Devoblog / Re: Odamex 0.6 Preview #6 - April 2012

« on: April 09, 2012, 15:26:17 »
Oh shit son!
53

Maps, Wads and Mods / Re: Deimos Carnage (my first DM map)

« on: April 08, 2012, 15:42:57 »
Still needs more weapons, especially on the spawns wherever they may be. Not all spawns need a weapon start though.

54

Maps, Wads and Mods / Re: Essay duels

« on: April 08, 2012, 15:39:08 »
Very small update

http://speedy.sh/eTdZs/Essayduels1a.wad

maps received some minor tweaks, mostly the same.
55

Maps, Wads and Mods / Re: Deimos Carnage (my first DM map)

« on: April 07, 2012, 15:34:04 »
For your first map, it's really good. I like this map, it's quite well made and does a fantastic job of screaming E2 at me. I would change a few things though.

First and foremost, need some more weapons lying around. the map severely lacked weapon availability. Also, some health lying around might be cool, but not too much.

I definitely took some screens but I have no idea where they went.

The blue torches on the line of blue circles should be put into the wall. Also, that little skull pillar thing in the teleporter room should be placed elsewhere so it's not in the way of movement.

As for testing, you might find some people in #odamex on quakenet willing to help playtest.

Overall though, great job!
56

General Discussion / [AX] - Apex

« on: April 05, 2012, 06:59:16 »
Just another typical clan.

With odamex now playable, it's time to get the clan scene moving, and breeding competition. Apex will play CTF/TDM/Duels with any clan.

Members:

Soul Sucka/Antlint
Decay
Nautilus
Shane
Watermelon
Swiftshot


If you're interested in joining us, give any of us a shout in #odamex because right now we don't have a clan channel and probably never will!

Looking forward to serious scrims yo
57

Devoblog / Re: Odamex 0.6 Preview #5 - We Don't Need Roads

« on: April 03, 2012, 14:14:52 »
This demo support is fantastic. 0.6 looking amazing, can't for it to be the official release!
58

Maps, Wads and Mods / Essay duels

« on: April 03, 2012, 13:14:04 »
Hey guys, here's a set of 8 duel maps I made using only doom2.wad as a resource

http://speedy.sh/Kz3bW/essays1.zip

These maps were inspired and created by the essay-driven insanity I've experienced over the past 5 years. I am only missing one of the maps that I've made before, but the resources to make it just aren't there. And it sucked anyway. Give these a shot, I want to make them good, so let me know what you liked about them, what you didn't like, etc.

They certainly are not meant to look good, they were meant to look like DOOM so I tried my best to not give a shit and be abstract. Total build time for this set is around 7 hours, maybe 8 tops.

map list

map01: Shattered Dreams
map02: Dissertation
map03: Essay43
map04: Analysis
map05: Broken Memories
map06: Conclusion
map07: Methodology
map08: Thesis








59

Maps, Wads and Mods / Re: Any interest in a community wad?

« on: March 27, 2012, 16:11:43 »
Well, I'm not against people reserving a spot and taking their time with it, I know a lot of people are pretty busy.
60

Maps, Wads and Mods / Any interest in a community wad?

« on: March 26, 2012, 21:04:09 »
With 0.6 around the bend and odamex looking to pick up numbers in community/playerbase/mapper base, I kinda want to probe interest into a (probably DM) concept (which probably isn't new). How about a good old fashioned old school style megawad?

Nitrodm1 got what, 16-18 maps? I think we can feasibly make a decent 32 map dm wad within a reasonable time frame.

The concept though is that the maps are based off their Doom II counter parts; as a result, i'm not expecting/looking for fancy texturing, etc. Map themes should be taken from the Doom II counterpart. Layout does not have to even remotely resemble the counter part, though it would be cool to have some layout inspiration from the Doom II side. Basically, you can really abstract about it, but stick to the dominant theme.

Doom2.wad is the only resource we get. Shoot for a mapsize good for 8-12 people. Anybody down for this?
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