Odamex Message Boards

Community Discussion => Maps, Wads and Mods => Topic started by: AlexMax on October 23, 2006, 10:35:54

Title: Odamex CTF
Post by: AlexMax on October 23, 2006, 10:35:54
So I decided to finally take the covers off of Odamex CTF the other day. You can download the latest beta here (http://alexmax.unidoom.org). 8CTFDUME had the cumulation of about a months worth of modifications to it.

Now for what I've got in the oven. For 8CTFDUMF, I spiffied up Ralphis' map and put in lights like he wanted (even though the light sourcing looks like an AlexMax light source and not a Ralphis one, so I'll have to ask Ralphis' opinion on that). I then took a long look at my CTF maps (MAP01, MAP02, MAP03 and MAP05) and decided to simplify each of them, because I felt too many of them were being encumbered by the tons of switches I had put in there for gimmick features that in retrospect were kind of a bad idea in the first place.

MAP02 has been changed around AGAIN. This time, I put the switch to lower the rockets in front of the lift itself. I might put it back where it used to be in older betas, but they're kind of out of the way already, I want them to be used, but out of the way enough to not be abused and not be picked up if you're in a hurry, which happens often on this map. I also changed around the 'behind the weapon' teleport on each side, now the hallway is deeper and enterable from two sides. I also made an identical 'behind the weapon' corridor on the opposite side near the flag, minus the teleporter, but I have no idea what I want to put in there. Not armor, I don't want defenders getting cozy. Not health, I already have the health in an easily accessable yet really vulnerable position already. Maybe ammo, but I dunno, your mortality is so guarenteed on this level that it might not be worth going in for. Blur sphere maybe, to spice things up, I mean seriously, when was the last time you saw a blur sphere in a map?

MAP03's gimmick that I introduced in recent betas kind of bugged me, because if you got trapped in the blood pit, your only recourse was to teleport out. I remember in earlier betas where the middle would become a chokepoint and battleground, and while I didn't like how people blazed through in the origional version, the redo actually made it worse, and I wanted to fix that. So I raised the blood river and the wooden passage to the north to be 8 below the rock formation so it's now a three way intersection again. The only difference is that it's now possible to spam the shit out of that corridor because the staircase that was in earlier betas was replaced with gradually increasing rock steps, which aren't as restrictive in terms of spammage. However, the wood paneling in the middle is still there, so not only is it not possible to spam from one end of the level, but it also prevents you from just zooming straight through the middle like in earlier betas. Now you HAVE to turn in one direction or the other, which would encourage use of the teleporters, which is what my whole experiment with the middle was about in the first place. Also, I suppose the wood paneling gives you a barrier to juke your way around or have a SSG battle around, more of those situations is always a good thing. The plasma is still down the long dark hall, but it's a damage floor, so you can't camp it, and it's out of your way, and you're also pretty vulnerable to getting your shit ruined by a rocket. Maybe being able to camp the plasma is a good thing though, we'll have to see how it playtests.

The other two remain unchanged. MAP05 in particular is to remain untouched. I had considered putting in a platform in the back that would allow spamming in without allowing access, but I couldn't figure out how to impliment it right and I dropped the idea. I still don't know how I came up with such a cool map design, espcially one with so much room for depth and strategy.

Wow, that turned out longer than I had exprected. You guys probably have no clue what I'm ranting about, so I'll see if I can get some screenshots. I should seriously jot down a few tutorials about good CTF level design, because aside from Toke, who came up with a few brilliant ideas which I wanted to incorperate some of which in my own maps, I really haven't seen anyone consiously trying to bring something new to the table...or they try and their grand map design doesn't work out quite like they expected because they play too much Unreal Tournament or something.
Title: Re: Odamex CTF
Post by: Whiteboy567 on October 23, 2006, 10:45:23
Awesome, what's in the oven smells very delicious.
Title: Re: Odamex CTF
Post by: Xenaero on October 24, 2006, 10:56:43
Very cool to learn that this is THE Odamex CTF pack. I like it quite a bit.
Title: Re: Odamex CTF
Post by: Danarchy on October 24, 2006, 13:46:02
Nice.  I hope DB comes with an Odamex config in the next version.  Of course, I could just make a Boom DM map if I wanted to, couldn't I?
Title: Re: Odamex CTF
Post by: AlexMax on October 24, 2006, 14:40:57
Nice. I hope DB comes with an Odamex config in the next version. Of course, I could just make a Boom DM map if I wanted to, couldn't I?

Just load it up with Boom format. If you want to add flags for CTF, load up Skulltag in Doom map format and add them that way. Easy as pie
Title: Re: Odamex CTF
Post by: esselfortium on October 24, 2006, 15:39:31
Very nice layouts. I'm not too fond of some of the texturing, though...
Title: Re: Odamex CTF
Post by: Coffee on October 25, 2006, 11:00:34
Very nice layouts. I'm not too fond of some of the texturing, though...

The texturing of Map08 confused me until I noticed how aligned it was. That's something I haven't seen in a map, it really caught my eye once I took the time to look at it.
Title: Re: Odamex CTF
Post by: Method on October 29, 2006, 06:50:36
Hi guys..I heared you work on this ctfpack and first i want to say thanks for working on mp boom compatible port!

But why i'm writing.. I'm trying to making maps too - I made a few maps for KamaSutra (Doom2.exe compatible megawad), working on KS 2 and mainly i have one no-where use ctfmap and work on second. Some screens :
http://method.borec.cz/01.jpg
http://method.borec.cz/02.jpg
http://method.borec.cz/03.jpg
http://method.borec.cz/04.jpg
http://method.borec.cz/05.jpg
So if you're interested i can send you it to mail..I really would like to help you :o)
M.
Title: Re: Odamex CTF
Post by: Lucent97 on October 29, 2006, 08:45:56
Can't wait to try it out! I heard on doomworld you were looking for people to test it out! schweet!
Title: Re: Odamex CTF
Post by: AlexMax on October 29, 2006, 09:11:59
Hi guys..I heared you work on this ctfpack and first i want to say thanks for working on mp boom compatible port!

But why i'm writing.. I'm trying to making maps too - I made a few maps for KamaSutra (Doom2.exe compatible megawad), working on KS 2 and mainly i have one no-where use ctfmap and work on second. Some screens :
http://method.borec.cz/01.jpg
http://method.borec.cz/02.jpg
http://method.borec.cz/03.jpg
http://method.borec.cz/04.jpg
http://method.borec.cz/05.jpg
So if you're interested i can send you it to mail..I really would like to help you :o)
M.

I would be greatly interested in seeing your work. Please send it my way.
Title: Re: Odamex CTF
Post by: Method on October 29, 2006, 09:22:41
http://method.borec.cz/map01.zip Here you can get it..It's not finished yet, i want to add some thnigs / rocks into the acid..

KamaSutra here http://ftp.ntua.gr/pub/vendors/idgames/levels/doom2/megawads/ksutra.zip
Title: Re: Odamex CTF
Post by: deathz0r on October 29, 2006, 22:07:05
KamaSutra 2? Awesome, I love the original!
Title: Re: Odamex CTF
Post by: cha0tix on November 01, 2006, 04:16:03
Played good, but then again I'll play almost anything CTF. CHEERS! \o/
Title: Re: Odamex CTF
Post by: HumanBones on November 02, 2006, 11:00:37
Looks good, cant wait to see the final
Title: Re: Odamex CTF
Post by: AlexMax on November 04, 2006, 15:12:05
http://method.borec.cz/map01.zip Here you can get it..It's not finished yet, i want to add some thnigs / rocks into the acid..

Your download link is being unreliable.  Please upload it to http://www.rapidshare.de or meet up with me in IRC (irc.oftc.net, #odamex)
Title: Re: Odamex CTF
Post by: Slayer on November 08, 2006, 14:01:23
looking very good! Please post when you get it finished!
Title: Re: Odamex CTF
Post by: Rellik on November 09, 2006, 07:37:08
I am try to download your wad into myself but it is fail.

P.S. I support your war of terror.
Title: Re: Odamex CTF
Post by: Manc on November 09, 2006, 08:50:43
Rellik omg!  Welcome to our abode!
Title: Re: Odamex CTF
Post by: AlexMax on November 09, 2006, 10:49:23
I am try to download your wad into myself but it is fail.

P.S. I support your war of terror.

Try now, I've recently gone through a site redesign, and the downloads directory was not where it was supposed to be.
Title: Re: Odamex CTF
Post by: Rellik on November 09, 2006, 14:10:53
This looks like it's gonna be awesome guys, slicker 'n snot on a doorknob. I'd love to take a look at what's done so far, then I can optimize my CTF maps for jumping. :p Already got a map done this morning. Forgot how nice it is to just sit down with a blank grid and start drawing bits in.

Very sweet site.

Is there a channel you odamexxers hang out in?
Title: Re: Odamex CTF
Post by: GhoulSlayeR on December 06, 2006, 19:28:04
I might be able to whip up a good map some time if ya wanted alex ;)
Title: Re: Odamex CTF
Post by: user`ok on January 06, 2007, 13:18:57
feelin' mappin'... still need some?
Title: Re: Odamex CTF
Post by: deathz0r on January 07, 2007, 13:42:57
Not at the moment. We want to get the first pack formally released so we can set the standard for future Odamex CTF packs.
Title: Re: Odamex CTF
Post by: AlexMax on February 01, 2007, 15:13:50
Speaking of which, it's out (http://alexmax.unidoom.org/?p=15).  Go play it and bug server operators to run it.
Title: Re: Odamex CTF
Post by: Slayer on February 06, 2007, 01:28:33
and it appears the standard has been set!
Title: Re: Odamex CTF
Post by: user`ok on February 07, 2007, 01:50:48
i've seen someone playing odactf1.wad in zdaemon
nice
Title: Re: Odamex CTF
Post by: Marcus Koller on March 19, 2007, 13:49:51
I have tried this with zdaemon good work, I just hate using it on zdaemon. I used it on Zdoom.
Title: Re: Odamex CTF
Post by: Glaurung on March 28, 2007, 04:47:54
I can make maps too. Just notify me if you want to.
Title: Re: Odamex CTF
Post by: Zaranell on March 31, 2007, 02:04:50
I finally decided to take a look at the map set, and it's pretty good.  Some of them are quite interesting, others are a  tad bit meh, but overrall, I like it.

I think I'll shorten my review and just say that all of deathz0r's maps are the ones that suck and everything else is awesome.
Title: Re: Odamex CTF
Post by: deathz0r on April 01, 2007, 22:27:53
I think I'll shorten my review and just say that all of deathz0r's maps are the ones that suck and everything else is awesome.
All of my maps? I only have one map in there!

But I know what you're trying to get at. =D