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Messages - EmZee712

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A small project I started sometime ago in order to practice a more subtle approach to detailing and loose map design. I only ever carried on due to a desire to make dm maps, but now that desire has sort of faded unfortunately and this is all I have to show for it, 14 (one of which just has spawns and weapons) oldschool deathmatch maps. Guest slots include DJ Tom D for midis provided for maps 01-09 and map14, and Razor made map16. These maps support 4-8 player matches, although some are really stretching that idea. Below is the maplist as of this release:

Map01: Done
Map02: Done
Map03: Done
Map04: Done
Map05: Done
Map06: Done
Map07: Done
Map08: Done
Map09: Done
Map10: concept
Map11: Done No Midi
Map12: Done No Midi
Map13: Done - Anita Ward's "Ring My Bell" request by Watakid
Map14: Layout & Spawns finished, awaiting detail & item placement
Map15: concept
Map16: Done No Midi

vodm1

obligatory map screencap
https://imgur.com/a/j9VlWLF
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Maps, Wads and Mods / Uptight Deathmatch final release

« on: August 19, 2016, 01:25:19 »
Uptight deathmatch is finished and this is the final test release issued, but right now all layouts and detail is complete and nothing will be changed or added (unless its a bug of course). I meticulously went through every map and made sure to create alternatives and fix necessary issues specifically for this wad to be ran on Odamex if anyone wants to have a ball with this.

http://www.mediafire.com/download/1nxoxmy0f6qyvv6/uptightdmfinal.zip

I would include screenshots but I'm quite sure most players are aware of this pack already I hope.
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General Discussion / Re: How Did You Find Odamex?

« on: November 22, 2012, 10:19:58 »
I remember, I had just joined Skulltag's IRC for the first time, cracking jokes about the port to the admins and complaining of ZDaemon's nazi board. When Ralphis happened along and began to throw his 2 cents in about them, after interviewing him on the actual accounts of his bannage and what really went wrong with ZD's old administration to new, he passed along this little link www.odamex.net says it's gonna be just like classic doom but a little better. That was when Odamex was at the end of 0.4 I think, still here now.
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Maps, Wads and Mods / This duel wad I made in about no time

« on: November 22, 2012, 10:11:09 »
22:34:24  <Essay>   Shane is that odamex compatible
22:35:01  <Essay>   you should start posting shit there too

Alright


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General Discussion / Re: The Land of UltahBuhVaria

« on: April 21, 2012, 12:08:33 »
Toccata is some powerful Euro player I think, I don't remember much but I've heard lots of good stuff about him. But he did go inactive so I don't think he'll be around to handle recruiting. So back to my old system of just letting anyone in who asks.
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General Discussion / The Land of UltahBuhVaria

« on: March 20, 2012, 21:24:44 »
You probably already seen me running around here with the tag, well I figure I set the foundation now so it can be a clan when Odamex's competition gets a shock and a kick. We're here, we're competitive and we map too if you wanna make a map or two. Not really much else to tell, besides that I'm in it, and Toccata is handling most of the recruiting.

Just getting it out there that we exist and what we are, we also go by "Ultimate" since my made up name is too difficult for some to remember.
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Developer's Corner / New DM outlook and Design customization options

« on: December 17, 2010, 20:56:55 »
I've come up with two new ideas that seem small but would probably make Odamex more unique then the other ports presented today. The first one may not require so much work but perhaps the second idea will, and here they are:

Team Deathmatch only skins: Now I'm sure we've all played TDM and at one point in time died from a rocket that thought was their teammates, I thought maybe you can create two separate sprites of the rocket, plasma, and bfgball and color each the colors of the opposing teams. That way players won't be so confused if lots of action is going on and they can't tell which spam is their ally's, of course I recommend making this only into a compatflag for some people probably enjoy the havoc.

Customizable Weapon/Sound layout: The idea here is to allow a player to fully customize their sprite layout with whatever they choose. This idea would require a small window perhaps in the Odalauncher which would contain 1 main folder, already opened, and 9 file-options. The main folder being "weapons" and the file-options being the list of weapons from 1-9, once a file is clicked it presents the list of sprites it uses and a small description of what the sprite does and the option to the side of it to change the sprite. And at the top would be a quick option to change the sound the weapon makes. )) Now I know you're thinking it's a waste of time and probably requires A LOT of coding, but it might be worth it in the end because players love the ability of customization, but not all players know how to make their own sprites, wads and customizing stuff on their own. This would definitely earn Odamex some browny points for the players who aren't very computer smart. As a side note: I'm currently learning how to create programs, so if I somehow am able to create a window that enables these settings to be manipulated, I will surely share it with the Odamex staff, of course I'm sure something like this would require a .dll file to work with Odamex... And me and .dll files do not mix.

So there are my ideas, hard to think of many with alot of them being taken already.
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Technical Support / Odamex has troubles reading animdefs

« on: November 07, 2010, 21:32:38 »
I'm working on a Megawad project and as of recently I downloaded a odamex-win32-r1974.zip and in it was a newer version of Odamex. Well I tried to load my wad into Odamex when it crashed and gave me this error

(SC_GetNumber: Bad numeric constant "TWS4B". Script ANIMDEFS, line 1)

If you wanna recreate this situation here is the wad : http://www.wadhost.fathax.com/files/Defiler-c-52.zip : I did run this wad through a earlier version of Odamex which I keep on my flash drive for portable use, and it seems to work fine. This problem did originate before on the earlier version of Odamex but only during online play, after which I deleted half of the ANIMDEFS script and was able to run it complete even online.
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