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Messages - Titan

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1

Maps, Wads and Mods / Re: titans_megadm

« on: July 23, 2012, 09:18:46 »
UPDATED, see above
2

Maps, Wads and Mods / Re: titans_megadm

« on: June 11, 2012, 02:03:11 »
Hey Alex, good to see you :-) There are not any updates, except of the map chumba, i did some aligement there.

Damn it, stuck in the room on the other side of teleport ? Thats strange, we were testing it with gyrossman, and everything seemed to be fine. It seems that those maps via Odamex would be little bit different. I was trying to make all of it as "OS" though.

Yeah, that lift sucks on foxtrot, there is one solution, to make it wider, then it would be little bit different :-( It is unusal, because if you check the map called "iron", there are fast elevators too, and it works. I will try to fix it somehow.

It would be amazing to see this compilation in odamex. Did you check whole package ? What do you think ? Is there any weak map in your opinion ?
3

Maps, Wads and Mods / titans_megadm

« on: June 01, 2012, 06:18:06 »
I decided to make this "compilation". There are 14 maps inside. It is focused on 1on1, you may know some maps there. It is playable for FFA also. I hope that someone would find a favourite map there, enjoy.

I had to fix some neccessary problems, especially foxtrot didnt work on OS dm flag settings. There are more changes, the pack is renamed, better than to be confused, lets say it is "the second edition", bugs are fixed, hope everything is all right now !

here is the list of changes:

The second edition changes:

-removed maps blodia, mbok and danzig-remake
-changed maps order
-fixed the elevator in foxtrot (thank you wabe)
-added plasma escape in mates
-fixed boomstick/chaingun in front of teleports in miniob
-fixed "ugly" plasma room and the "circle corridor" in macaroni
-fixed the texture aligement near ssg in chumba
-slightly edited tntmap01 instead of previous remake

the maplist:

Map01 - foxtrot
Map02 - mates
Map03 - miniob
Map04 - macaroni
Map05 - chumba
Map06 - titanium
Map07 - aurora
Map08 - etko
Map09 - tntmap01
Map10 - 3map
Map11 - chramst
Map12 - iron
Map13 - observe
Map14 - claustrophobia

the link:

http://doom.machata24.cz/wad/titan_mega2012.zip

or

http://www.2shared.com/file/QA3UU9BB/titan_mega2012.html



After lets say 5 maps it will be updated again.



some screens:
http://i49.tinypic.com/23ifewn.png
http://imageshack.us/photo/my-images/6/etko1.png
http://imageshack.us/photo/my-images/263/miniob1.png
http://img402.imageshack.us/img402/8316/21775297.png
http://img267.imageshack.us/img267/3725/97703739.png
http://img405.imageshack.us/img405/149/44235043.png
http://img295.imageshack.us/img295/7754/dm20100610173037.png
http://i45.tinypic.com/34snrm8.png
http://i50.tinypic.com/2hnt3ro.png
http://i45.tinypic.com/244sa34.png
http://i49.tinypic.com/6jowoi.png
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Devoblog / Re: CTF Points System

« on: April 25, 2008, 05:22:48 »
Frag should be counted without doubt. CTF team works together, important frag can decide whole game etc. Everyone has different function, defender kills attackers and returns flags mainly, he is not able to carry many flags. He deserves to be rated as well.

1 frag = 1 point
killed flag carrier = 3 points
flag returned = 1 point
grab opponents flag from base = 3 points
grab dropped flag = 1 point
flag scoring = 5 points

there would be the possiblity to drop the flag, indenpendce on rockets if your health is 5% is not too suitable :-) I would like to see team damage in the future, because spaming :-) and it brings different way.

What about to divide a map into more parts. If you kill flag carrier in his base, you should get more points, because it is harder than in your base etc. Mathematic distance from your base etc.

What about to do this: during final screen after CTF battle to show: Rambo of the game (the best killer), the best teammate (most points except of frags), and MVP - most valuable player (all points overal).
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