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Topics - Decay

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16

Nitro Zone / Nitro #79 - Styxdm and Xenosx9 FFA

« on: February 20, 2013, 21:24:28 »
   
   
Let's continue with some old school FFA. Styxdm and Xenosx9 are small, yes, but this means the action never stops even with low volumes of people, meaning we can enjoy ourselves longer! Time for a blood bath.

     
    Date: Saturday, February 23rd, 2013
    Euro Session: 20:00 GMT (15:00 EST)
    USA Session:  20:00 EST (1:00 GMT)
    WADS: Styxdm01 and Xenosx9
    Maps: 12 (map01 - map04)and (map02-map09)
    Mode: 10-player Deathmatch
    Fraglimit: 50
    Server: IDL Chicago / [NL] Funcrusher

     
     
    See you there!
17

Maps, Wads and Mods / Pray for Death

« on: November 23, 2012, 12:07:41 »
Hey guys,

After the completion of Velocity, the Mechanix Union has decided to step into the realm of single player doom. Pray for Death is our next project, and I'm here to advertize to you guys early, to see if anyone is up for the challenge.

This project will be a multi-port boom compatible wad with a variety of themes to go on. Dusk has supplied us with a good resource pack to start with. The plan is 32 maps, but that is ultimately flexible.

No I don't have screenshots to present to you. But you've seen our work before, you've seen the Union's dedication to projects. You know we are capable of making a quality product.

If you're interested, by all means let me know. #mxu on quakenet exists but is a little inactive, sorry to say. If you wanna idle with us, #mxu on zanirc is always bustling with activity. The MXU forums will form the basis of PFD's building, so that's always an option too.

Here's the current resources.
http://mxu.the-powerhouse.net/forums/viewtopic.php?f=47&t=596

Here's the general overview.
http://mxu.the-powerhouse.net/forums/viewtopic.php?f=47&t=597


Additionally, if sp/coop doesn't float your boat, we are also offering a multiport DM wad to be worked on as well. Originally head by Shane, Ultdm! http://mxu.the-powerhouse.net/forums/viewtopic.php?f=49&t=578
18

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
19

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
20

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








21

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?
22

General Discussion / Mouse settings archive selection of sorts

« on: February 28, 2012, 14:57:47 »
As some people struggle like fuck (like me) to find a good mouse setting, I thought "well what if some people copy pasted their mouse config to a notepad for us to try"? It could be beneficial to some new people, or just be interesting to see what mouse settings you guys use!
23

General Discussion / A serious TDM league

« on: February 19, 2012, 21:18:30 »
2v2 tdm has always been my favourite thing to play in FPS games. Tight maps provide some super fast and fun action, and some larger maps provide tense and intense games. I've run a successful TDM league at Skulltag (by some miracle), and I'd love to expand and do it in Odamex.

The point of this thread is basically to see what kind of support a serious 2v2 tdm league would get here. What kind of ideas people want to offer in terms of teams, league/tournament style, length, maps, etc. As a point of reference, this is what I have in mind.

8 teams of 2, pick your own partner.
Round Robin; play as you guys are available, don't wait for a week by week grind.

Alternative's I thought of
2v2 tdm but there is a "draft" of 3rds who fill in for the 2nd; this prevents dragging it out.
Divisions --> top 2 teams of each division do a playoffs style knockout after.

I'm not planning anything IMMEDIATELY, but I want to see what kind of thoughts you have about this.
24

Maps, Wads and Mods / Velocity CTF

« on: January 14, 2012, 11:27:49 »
Promotional advertising!

What is it?
Velocity ctf is a multi-port ctf project headed by the Mechanix Union and led by Dusk and myself. Every map will be fully function on odamex, skulltag and zdaemon.
After the idl mapping contest, Dusk and I wanted to continue making ctf maps, since they are relatively easy to make and we wanted to get better for the next potential mapping contest. Thus, this pack was born. I suppose this pack might go all the way to 32 maps, but you never know!

The overall goal of Velocity is to provide a pack of maps suitable for 3v3 and 4v4 game play that is pretty action packed. There will be a variety of play styles, ranging from the frag fests of generic gray, mount zero and ralphis' magical ice fortress, to the god awful grinds of something epic II and possibly even crawlspace, to the unpredictable and wild games of the old castle, sewers smell bad and buntafungalis or whatever the fuck map17's name is. At the same time, we hope to deliver a variety of themes with maps that are detailed (but not excessively or distracting) and very well tested. There should be something for everybody here. In saying this, I am hoping to get more mappers interested in the project to propel its pace!

Potential mappers
Velocity puts layout over detailing. If you want to contribute a layout, someone else may be around to detail it. If a layout is not very good or not well thought out, the map will be subject to critique and possibly rejection at most. I realize we cannot please everyone, but if there a general consensus on a layout, there must be something to it! Detailers are welcome to hop on board as well. Resources can be anything, as long as there is no conflicts, and it works in the 3 major multiplayer ports. Alexmax's ctftex1c is the primary resource being used at this moment, so if you need any point of reference, check that out.

Testers!
I intend to have each map tested thoroughly in both a public and private setting. I already have some volunteers for testing, such as Evo, Strangle, and Legion, but I would definitely welcome the critique of more experienced players. If you have any interest in testing out the maps, just say so.

You can watch the project growth at the Union's forums, url=http://mxu.phenomer.net/forums/viewforum.php?f=43]here[/url]. If you want to map for the project, contact dusk or myself, and please make it easier for the compiler (me) and sign up there and stake a claim.

Last but not least, current progress.
There are 10 or 11 completed maps, with 4 or 5 in deep progress. 3 of them you have seen before (idl mapping contest) but they are being adjusted anyway.

Screens!








25

General Discussion / The Mechanix Union

« on: December 14, 2011, 12:00:39 »
Mandatory advertisement~!

The Mechanix Union is a development team, similar to Chaos Core or the Jetsons. So we are a group of mappers, not really a "clan". There is no "clan" loyalty policy with us; it is our belief mappers should come together to put out bigger and better projects.

Our policy was always multi-port to reach wider audiences, but now this has kicked into higher gear with the near completion of our first 2 projects. With odamex's updating and growing community, we would love to have more projects odamex compatible and give something new to the community. We embark on virtually any type of project, single player, coop, ctf, duel, dm, new game modes, what have you.


Here is the kind of quality we aim to achieve
Disclaimer: yea I realize these screens were not taken in odamex, but I just grabbed them from already uploaded places PLUS we are just trying to get our odamex stuff off the ground. The quality point will still carry, no matter the port.








We are always welcoming of potential new members. We can help newer mappers get better, and certainly welcome experienced ones. Projects can get done faster with more people working together. We also appreciate experienced players and testers willing to help our maps get better by giving advice in terms of playability; something which we believe should never be sacrificed for detail and strive to balance both.

If you wish to become a Union member, we welcome anyone to hang out in our public channel. Talk to any op there, or if you stay on Quakenet, talk to Grymmoire, Dusk or myself.

Union Birth: Concieved 12th of February 2011.

Contact:
Mechanix Union Forums on Phenomer
#mechanixunion on Skulltag IRC, possibly another on Quakenet if there is enough interest from parties only on quakenet
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