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Messages - Doomkid

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1
These maps are cool, they've got that early 2000s vibe. They look fun to play in, haven't actually had any DMs in them yet but they look up my alley. Well done, looking forward to a finalizaed version.
3

Devoblog / Re: Git Out of Here!

« on: November 24, 2016, 02:04:28 »
Good, A+
4
You mean E1 FFA? I can definitely put that on the to-do list, I plan to cycle the servers/maplists periodically. All and any suggestions are highly welcome of course!
5


Hey peoples, just wanted to announce a new cluster of servers for Odamex called Doomshack.org! These are made and maintained by myself & mrcrispy.

You'll find a variety of cooperative, duel and deathmatch servers here, with CTF coming soon as well. The server is located in California and provides a great bridge for international play - I live all the way over there in Australia and I connect really smoothly to them.

The website is currently undergoing updates, the plan is to have a real time server display and player counter for each port visible via the site. There's also a huge database of wadfiles to enjoy!

If you want to get in on it, visit the official Doomshack chat at irc.quakenet.org #dmstuff.

Happy fragging!
6

Maps, Wads and Mods / DUELPACK: 32 classic maps, with lobby!

« on: June 13, 2016, 08:13:24 »

DUELPACK: A cross-compatible duel compilation!


Hey there my fraggin' friends. For the sake of any vanilla DMers out there, I have compiled a pack of commonly played doom2 duel maps. Despite being 100% vanilla compatible, this pack comes with a lobby map (map00) that functions just like Duel40 and ZDDL4 in Zandronum, ZDaemon and Odamex. When running in vanilla, the skies will be the stock skies, but in ZDoom ports the correct skies will be displayed. Only cosmetic, everything works as intended in vanilla ports!

The maps featured are as follows:

MAP01 "entryway" by Sandy Petersen
MAP02 "ssl2" by Erkka Ryynänen
MAP03 "judas23_" by Strangenl
MAP04 "danzig1 map11" by B. Vannatta (d5m2)
MAP05 "dwango5 map01" by Rockt and Asmo
MAP06 "dwango6 map01" by Usurper
MAP07 "dwango5 map07" edit of "Dead Simple" by Sandy Petersen and American McGee
MAP08 "pobla8" by Denis Moeller
MAP09 "oblivx" by Bloodlust
MAP10 "brit10 map01" by Danny Lancashire
MAP11 "dweller2 map11" by Dweller in the Cellar
MAP12 "dwango12 map12" by Floss
MAP13 "dk_dm_13 map01" by Doomkid
MAP14 "fuloser" by Fuloser
MAP15 "king1" by by Jason Yasuko
MAP16 "greenwar map16" by Hellbent (Jason Root)
MAP17 "dwango20 map03" by The Prophet
MAP18 "kid_duel map01" by Doomkid
MAP19 "danzig2 map19" by B. Vannatta
MAP20 "greenwar map20" by Hellbent (Jason Root)
MAP21 "thehook.wad" by Spam
MAP22 "dmc2 map03" by Andrei Romanov
MAP23 "dwango6 map23" Bfw900 Map06 (Unknown Author)
MAP24 "moo2d" by Toke
MAP25 "bahdko1" by Bahdko
MAP26 "kid_duel map04" by Doomkid
MAP27 "dwango20 map32" by Traversd
MAP28 "dweller2 map02" by Dweller in the Cellar
MAP29 "swarmdmx map04" by Jason Yasuko
MAP30 "mancerx map14" by Mancer (C. Savage)
MAP31 "theden.wad" by Spam
MAP32 "bacardi1" by Lordunum (Samuel Lock)


Q: Why isn't MAPXX included in this wad? I love that map, why the hell didn't you include it?

A: I can't include everything under the sun, but anyone can compile wads assuming permission is given!





Enjoy!
7
I hope this guy ended up finding a match!
8

Maps, Wads and Mods / Re: DOOMED IN SPACE (A community Project!)

« on: March 04, 2016, 19:39:43 »
Alrighty people, I've compiled the first 'real' little beta of what we have so far!

http://www.geocities.ws/doomkid/1dmspace.zip

The current maplist is as follows:
MAP01 "Escape!"
The starter map, I still need to add some detail and polish here and there, but it's pretty much complete.

MAP02 "City of Tiny Lights"
Very early progress on another map, will likely (as in definitely) not remain in slot 02.

MAP03 "Outdated Outpost"
Obake's map submission. Great map for early in the pack, plays well and I dig it. There's two little HOMs in software mode but it's very minor stuff.

MAP04 "Brain Damage"
MrEnchanter's submission. Like Obake's, has a few little HOMs and texture oddities in software mode/Odamex, but It's a damn good map that aside. Great 'lunar surface base in a valley' feel here!

MAP05 "Command Station Zulu"
Nevander's submission. Good lord this map is beautiful. I think I found a tiny HOM or two but once more, the issues are tiny and far between. I think this one will need to go a bit later in the pack, it's very grand.

MAP06 "Wheel in the Sky"
Empyre's submission. Whatever the final map rotation is, I want this one right in the middle - It has a fantastic "Hub of all the space stations" feel to it. Can be beaten in only a few minutes, which is fantastic - Not every map needs to be long.

MAP07 "Toxicity Station"
Bootleg Guy's submission. I really like this map, matches up perfectly with my mapping style, if you don't mind my saying. Fits the theme well, fun to play - Great stuff.

MAP08 "Space Madness"
Very early submission from everennui. There isn't much here yet, though I really like the little computer room in the central area. It's fitting the theme well and I hope to see more progress. There are several HOMs here, but like all of them, should only be a quick fix.


I'll be adding further submissions in the correct order according to the OP, then further along we can decide on a rotation. At the moment, the focus is getting more submissions / polishing what we have so far. All the screenshots I've seen of not-yet-submitted maps are looking very promising as well.

More to come, and keep up the fantastic work, as always!
9

Maps, Wads and Mods / Re: DOOMED IN SPACE (A community Project!)

« on: February 18, 2016, 15:23:13 »
Honestly it would be awesome if I had someone who's great with sprites to work on this, but ah well, I'm just working with what's available.
10

Maps, Wads and Mods / DOOMED IN SPACE (A community Project!)

« on: February 16, 2016, 21:59:33 »
Hello there, and welcome to DOOMED IN SPACE!




This project is all about capturing the essence of science fiction. Maps will be very 'futuristic', featuring lots of clean, shiny, grand architecture. Computer terminals, transporter pads, large space stations etc is what I'm after. There have been a few Star Wars mods and Doom clones over the years that capture this element somewhat in their design, and I want to bring that vibe to the smooth, comfortable gameplay of Doom.

---

The Story:
The year is 2188. Cybernetic enhancement has been the UAC's main focus for over three decades, and they are finally making some breakthroughs. "The UAC is the future of humanity" soon became their slogan, and the populous loved it. Long forgotten are the days of demonic invasion and hellspawn - Those wounds have been bandaged for nearly a century. The UAC is a trusted force of humanity in the public eye, and thanks to their efforts, cybernetic humans seem to be the way of the future. Their latest press release boasted the benefits of their endeavors to very little scrutiny.

What isn't commonly discussed is how these breakthroughs have been made. Reports of young adults mysteriously disappearing from some of the smaller, more primitive colonies seem to be happening more and more frequently. No one would suspect the UAC - the future of humanity - could possibly be responsible for these heinous crimes.

My name is Genus. None of my family know why I'm here. They have no idea why I've been missing for 6 months now. I have undergone things that 'torture' simply fails to describe. Experiments, testing.. I'm a shell of my former self. My body is mostly robotic at this point, my ability to feel the warmth of a human touch, completely gone. However, there are benefits.. I now posses superhuman strength and speed. Rage flows through me. It looks like the guards have left the security terminal unwatched for a brief moment.. Now is my chance for revenge. Now is my change to escape.


(I hope you love that B-Movie cheese as much as I do!)

---

New enemies:
The enemies are edited slightly from their Doom counterparts, but not so much so that it breaks the intended flow. Space troopers, sergeants and chaingunners are a little less sluggish in their movement as they aren't zombies in this mod, but they otherwise attack in the same way as usual. WolfSS enemies are now used as patrol officers. The graphics have been modified from Doom64, Wolf3D and Star Wars Dark Forces.

Imps have been replaced by space marines. Their plasma attack is like a slightly weaker and less rapid Arachnotron attack, so be careful around them.

Demons are now Plasma Heavy Marines. The "Imps" not tough enough? Put some of these bad boys around in your map. Their shots are quite deceptive, taking you off guard.

Barons and Hell Knights have been replaced by flamethrower marines. Normal troopers have a health of 60 or 70, but the flamethrower marine has 120 and flamethrower elite has 200. (Very weak compared to real Knights and Barons!) These guys are destructive up close, but with some distance they don't stand a chance.

Cacodemons are now replaced by Brain Orbs, originally found in Area51.wad. I've modified their behavior so that they fire rapidly rather than just releasing one fireball, making them quite a bit more threatening. I also made some suitable sound effects for them.

Cyberdemons, Spider Masterminds, Revenants, Arch-Viles, Mancubi, Arachnotrons, Pain Elementals and Lost Souls remain unchanged. I welcome people to submit sprites for us to replace them with, but let's keep their behavior in-tact - We all know how to map around their current functionality.

New weapons:
Weapon behavior has also been slightly modified to suit the new theme. The pistol is taken from Star Wars, and is much more useful than the vanilla Doom counterpart.

The Shotgun is now the Blaster, sprites originally from equinox.wad. It is significantly faster than the normal shotgun!

The Chaingun is replaced be a machine gun, once again from Dark Forces, and once again has a higher DPS than the vanilla version.

There's no longer a chainsaw, instead we have the far more useful Railgun! It is the plasma equivalent of a sniper rifle, a very powerful weapon indeed. Sprite is from skulltag.wad.

I intend on replacing the SSG, however I'm not sure what with yet. There are more enemy and weapon changes pending, but this is what I have so far.

---

Screenshots and resource pack download:

What, you thought I came here empty handed? Hell no! Click here to download the demonstration level and resource pack built to show you the sort of themes and architecture I'm looking for here - That slick space station vibe with all them glowy lights and computers and whatnot. It will also give you an idea of how the weapons and enemies function.









A few ground rules:
Due to the use of railguns and other extended bex features, this will aim to run in (G)Zdoom, Zandronum, Zdaemon and Odamex. To ensure consistent gameplay in SP, online, and across all ports, please use Boom format mapping. Not only will it ensure compatibility but it well retain that oldschool 90's Doom-clone vibe, which I feel is a crucial element of this project! Please DO NOT make jumping mandatory in your map, and make sure player can't jump across pits or bridges or whatever to skip parts of your map!

You can use a maximum of 5 custom textures and 5 custom flats in your map. I want to keep the filesize low on this one and I want to keep the theme fairly consistent. If you can think of graphics you think would be worth submitting for textures, enemies or otherwise, feel free to, however that doesn't guarantee they'll be accepted. I'm looking to come to a solid episode.

Mapslots are listed below:

Map01- Escape! by Doomkid
Map02- DoomLover234
Map03- Space Waste by Crunchynut44
Map04- AnonimVio
Map05- Angry Saint
Map06- Over and Out by joe-ilya
MAp07- obake
Map08- uggi121
Map09- AD_79
Map10- MrEnchanter
Map11- LanHikariDS
Map12- Nevander
Map13-
Map14- DRL 3.33
Map15-
Map16- Doomkid

---

If people really are busting to make maps for this, the list could potentially be expanded.

I hope you like what you see. Looking forward to submissions from you all! :)
11

Devoblog / Re: Odamex is Looking for Programming Talent

« on: January 14, 2016, 02:41:36 »
To anyone who takes this job, I'll build a statue of you.. Nay, a shrine, and I shall worship it daily.
12

Maps, Wads and Mods / Re: DWANGO: 21st Anniversary!

« on: January 04, 2016, 21:50:47 »
Thanks dudes! Had loads of fun playing on the Westside servers :)
13

Maps, Wads and Mods / DWANGO: 21st Anniversary!

« on: December 31, 2015, 04:49:08 »


Dwango21 is finally ready! Download it here: http://www.mediafire.com/download/j5vigqm0ba0a67b/dwango21.zip

Mirror: http://www.grandpachuck.org/files/wads/dwango21.zip

Happy 21st Anniversary! DWANGO is now officially old enough to buy booze. Due to the popularity of the Dwango 20th anniversary mappack (DWANGO20.wad), I decided to start up a project with a similar but slightly different vision. Last year, we gave the DM mappers of the 90's the spotlight and focused on a true OS-style, however this year we've switched to focusing on the current community. This is a blend of the old and the new - It breathes fresh blood into map themes and layouts heavily inspired by our old favorites (and is definitely not to be taken too seriously!)

After we all worked our butts off, we ended up with 25 maps:


Quote
01- Dwango 21st Anniversary - Doomkid
02- Deimos Deathmatch - NoneeLlama & the_miano
03- Death Trap - Deathtrap
04- Splattercourt - Captain Toenail
05- Cat and Mouse - Deathtrap
06- Lockdown - Captain Toenail
07- Base E2 - NoneeLlama
08- Threshold - Cpt. Toenail & Joe-Ilya
09- Killing Spree - Captain Toenail
10- The Devil's Playground - Inkie
11- Circle of Death! - Doomkid
12- Hydromatch - BloodyAcid
13- Bold and Brash - Doomkid
14- Day 2 Die - Captain Toenail
15- Raging Elements - Fred512
16- E1M1 DM - Doomkid
17- Phobos Dungeon - Doomkid
18- The 6th Gate - Ronald
19- Spilling Blood - Deathtrap
20- The Unholy Cathedral - Chris Hansen
21- Canyon Installation - Joe Pallai
22- Wooddeath - Cacowad
23- Dieangle - Peter Kasting
24- Another Bloody Circle - Doomkid
25- Slasher - Doomkid

Screenshots:









I hope you all enjoy Dwango21! It was a lot of fun getting people together to craft these maps, and I think they make a fine addition to the family.

Happy fragging!
14

Maps, Wads and Mods / POINT of CONTENTION - Single Duel Map

« on: August 10, 2015, 02:14:00 »
POINT of CONTENTION - A duel map by Doomkid

DOWNLOAD: http://www.grandpachuck.org/files/wads/pointoc.wad

The story so far...

Quote
You and your fellow crewmen were ambushed. The other starship came out of nowhere and fired upon your vessel, killing your entire crew. The other two decks have been damaged and are decompressed - Only the main bridge remains. I grabbed my shotgun and laid his crew to waste as they transported aboard - But their captain is something else.. I've got to kill this guy before he gets his hands on our newest creation, the BFG9000. Better grab my combat armor.


Hello all my dooming friends,

I'm here to release a map I've created recently, Point of Contention. There are five spawns - Two start with the chaingun and three with the shogun. There is a central SSG that is equidistant from each spawn. There is also a plasma gun, blue armor and soulsphere present. This makes for a frantic 1v1 map which can be played in two different ways:

Option#1 (Recommended) - Play with NOS flags: Items Respawn, Freelook on, No Jump. With NOS flags, this map will be all about moving through this tight little spaceship as fast as you can. Continue to grab the soulsphere and blue armor, then nab the BFG and re-juice it with fresh ammo from the provided plasma gun.

Option#2 - Play with pure OS flags: Freelook, Jumping, and Item respawn all OFF. This creates a map where you will absolutely need that SSG, and it will become a king of the hill scenario around the BFG lift. Whoever is best at defending it will come out on top, but they will have to grab that plasma gun to reill their ammo at some point, so keep a sharp eye on your enemy!

Screenshots? Of course:




This map is very unforgiving to new players - It's designed to reward knowledge of your guns, constant movement and reading your opponent. I don't think I'll make another map quite in this style again. Oh, and of course, this runs in Zdaemon, Zandronum and Odamex. I had a lot of fun making it and hope you have a lot of fun playing it.  :D

Happy fragging!
15

Developer's Corner / Re: Attempting to Port to Android

« on: August 03, 2015, 09:02:23 »
Keep it up FZ, hope you make some headway soon.
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