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Messages - Decay

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16

Nitro Zone / Nitro #81: UptightDM FFA

« on: March 07, 2013, 11:59:16 »
   

    This week we are going super new, but still old school. UptightDM is a frantic paced DM wad made by Shane and possibly some others. Death won't stop for long in this pack!
     
    Date: Saturday, March 8th, 2013
    Euro Session: 20:00 GMT (15:00 EST)
    USA Session:  20:00 EST (1:00 GMT)
    WAD: Uptightdmv8.wad
    Maps: 10 (map01-map05, map06-10)
    Mode: 12-player Deathmatch
    Fraglimit: 50
    Server: IDL - Chicago / [NL] Funcrusher

     
     
    See you there!
17

Maps, Wads and Mods / Re: Duel Map: Sacrifice

« on: March 04, 2013, 18:02:27 »
Testing has yielded some minor problems, should be fixed in this version, which should be final unless more testing proves I should switch stuff around.

http://speedy.sh/mNwCN/sacrifice1d.wad
18

Maps, Wads and Mods / Re: New Deathmatch WAD v0.9 [ZMatch 2013]

« on: March 04, 2013, 12:45:47 »
Alright, I told you last night I would run through these, so here I go.

#1 ARGH MONSTERS

#2

map01: Soulsphere: the roof of that is hanging in mid-air; connect to something. BUT I'm not sure the execution of the soulsphere is all that great; a slower lift would be better. The speed of the lift right now makes it almost pointless to have a lift in the first place.

I don't recommend having the secret blue armour door there; remove the door and make it a green armour perhaps, because a BA and SS combo in such proximity is a recipe for total ownage, and a little unbalanced. In that same area, above the green slime pool, you have a ceiling of all metal-lights. Remove most of them; find a new flat to compliment that light instead of plastering it over the whole sector. Going outside, that single lamp post by the shotgun; find a way to stick it IN the wall, so it doesn't obstruct movement while still looking nice. Throughout the map there is a little too much energy ammo, cut down on it big time. The woodmet on the outside is a bit misaligned. HOW THE HECK DO YOU GET THE BFG?@?@ I like that little exit gate; I would recommend replacing the plasma pack with the BA and make the gate close a tiny bit faster. That would be a good balance.

map02: Lower that sky ceiling 16 units. Also, another light floating in mid-air! I'm not sure what kinds of dmflags you want on these maps, but those hanging corpses might get in the way if you use old doom height vs actual height. this seems like a cool map, I like this palette, it matches the map well.

map03: Pretty slick, change the BA to GA though. You like floating lights!

Map04: Interesting map. Too many plasma cells, but I like the teleport trick for the bfg.

map05: This one is a little more plain, but still has a nice touch. A BA with a berserk/plasma pack/backkpack altogether? Rebalance that!

map06: BFG will wreck shit on this map. You have some misalignments with the gray wall, but otherwise it's okay. A little linear, but not a style of map we see too often. I like it.

map07: lol get that chainsaw out of the way. For people like me who always use "always change weapon" that would piss me off to no end. Rofl @ exit, nice. The slime pool should be lined with a horizontal metal, not vertical, looks kinda odd. Cool bfg placement/get strategy.

map08: A ssg where the shotgun in front of the shotgun in front of the silver door would be a good placement. Try breaking those ceiling metal lights and staggering say 4 around the roof instead of side by side. Also, 2 floors you have going out of the pool roof need rethinking.

map09: Leave this, this is cool

map10: these ashwall stairs could be shaped a little more naturally. Lol rape cave with a plasma rifle. This map is really plain compared to the others, a little flat along the walls and open. Might be fun to play though. The elevator should not have metal ceiling lights as the platform!

That's all for now. Overall these look like fun maps, hopefully we can run these on nitro!
19

Nitro Zone / Nitro #80: Onslaught 2 FFA

« on: February 27, 2013, 20:47:20 »
   

    Last week was a little nuts. How about some bigger maps this time? March comes in like a lion as we blaze though Onslaught 2. Prepare for death.
     
    Date: Saturday, March 2nd, 2013
    Euro Session: 20:00 GMT (15:00 EST)
    USA Session:  20:00 EST (1:00 GMT)
    WAD: Onsl2.wad
    Maps: 18 (map01 - map18)
    Mode: 12-player Deathmatch
    Fraglimit: 50
    Server: IDL - Chicago / [NL] Funcrusher

     
     
    See you there!
20

Maps, Wads and Mods / Duel Map: Sacrifice

« on: February 27, 2013, 15:27:25 »
So once upon a time I made this map for an NS mapping contest. Never got used. It's not very NS. But I decided to quickly polish it and leave it kicking around. It is completely playable both OS and NS, so take your pick. It's in Boom format. All credits are in a text lump in the wad.

Suggestions, critiques, etc, welcome. Rustking gave me some great advice, Ivan took a look at it too.

http://speedy.sh/mNwCN/sacrifice1d.wad

Obligatory Screenshot:

http://i.imgur.com/PoWkuiI.png
21

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!
22

Devoblog / Re: Nitro Passes Its Torch

« on: February 18, 2013, 13:38:13 »
We will try our best to keep the legacy going. Oda nitro was part of what brought me to odamex.

Thanks for all the time and effort that both you guys put into this!
23

Maps, Wads and Mods / Re: Essay duels

« on: February 16, 2013, 21:13:23 »
SO I came back around to this, maybe I'll slowly update it more often.

Anyway, here is 1g, featuring some notable differences.

Map01: I removed a lift that caused stale gameplay and some dumb bumpy floors. It should flow a lot better now.
Map04: Made the bfg room a lot smaller and added an extra pillar for cover on Avernus' request.

Added 2 new maps.

Map10: Razgrazzle. Yea it's ugly. I will get around to detailing it someday. Maybe. Overall it's supposed to be a theme mash of d5m1 and d5m7, made for and inspired by Razgriz aka Strangle
Map11: Burl Tumd. Another 30 minute masterpiece, this map was made for and inspired by Eric, author of Burl Tumd and member of mxu. His favourite map is sipooma, so there you have it.

Don't ask why I decided to skip maps 07-09. I don't know.

http://speedy.sh/rZx2u/essay1g.zip
24

General Discussion / Re: [AX] - Apex

« on: December 03, 2012, 17:53:43 »
For those who were unaware, AX has been reborn.

The member list has been updated in the first post to the best of my knowledge, hopefully this clears up some stuff!

New recruits are welcome, talk to either Soul or myself in #odamex
25

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
26

Nitro Zone / Re: Nitro #65 - Velocity CTF X Release Party

« on: November 16, 2012, 09:33:37 »
release already? should be fun I'll be there
Well, it has been in production for a year or so! I say it's high time for a release!

This will be great.
27

Maps, Wads and Mods / Re: Velocity X: Mechanix Edition

« on: November 15, 2012, 20:39:40 »
The final post!

So guys, here it is. After one year, and 8 months after the original 12 maps debuted, a really shitty attempt at a sequel, I present to you the final version of Velocity CTF.

http://humanbones.unidoom.org/wads/veloctfx.zip

The credit list is pretty long, I owe a big thanks to a lot of people for making this happen.

The mappers!
Credits to Dusk, Shane, Heavenwraith, Kamai, Exl, Omegamax, Remmirath, and Synert for putting out such an array of quality pieces.

The testers and servers!
Throughout the life of velocity I owe big thanks to a bunch of people for testing, but these people in particular helped us out a lot with bug finding, suggestions, tune ups, and tips. Without good servers the quality of testing that we got simply would not have existed. Without these people, the pack would probably be considerably less quality. Credits to Hex9109, HumanBones, Alexmax, Ralphis, Dr. Sean, Evolution, Soulsucka, Qent, Swiftshot, Razgriz, Konar6, AF-Domains, TheToxicAvenger, and even Capo.

Extra little bits!
For various artistry, thanks to Punisher and Dusk, for creating wicked graphics. Disintegrator and Heavenwraith for extra midi sequencing!

Special thanks to Dusk for creating a huge variety of custom and new textures for this pack, bug testing, and extra detailings; without him the pack simply would not be what it is.

The credit list is in the wadinfo that is located within the wad itself.

The complete maplist:


MAP01 - Rotated Infinity by Dusk
MAP02 - Crypts of Eternity by Decay
MAP03 - and Hell Captured by Dusk
MAP04 - Industrial Nukage Mining by Dusk
MAP05 - Gun Shy by Kamai
MAP06 - Generatrix by Decay
MAP07 - Tyr's One-Wheeled Bicycle by
HeavenWraith
MAP08 - Bleak Outlook by Synert
MAP09 - Swap Meet by Shane
MAP10 - PACK ATTACK by Dusk
MAP11 - Winter Sacrifice by Decay
MAP12 - Complex Beta by Decay
MAP13 - Stand-Off by Decay
MAP14 - Industrial Waste Sewers by Decay
MAP15 - The E4-Themed Reject by Kamai
MAP16 - Heavy Water by Omegamax
MAP17 - Return to the Crypts by Decay
MAP18 - Clash of Empires by Shane
MAP19 - Alpine Insurrection by Shane / Decay /
HeavenWraith
MAP20 - DECAY INDUSTRIES by Decay
MAP21 - Save the Universe! by Heavenwraith / Dusk
MAP22 - Chernobyl's Requiem by Kamai
MAP23 - Radial Ruins by Omegamax
MAP24 - Remmi's Wrath by Remmirath
MAP25 - Mount Idle by Shane
MAP26 - Mortal Revulsion by Exl
MAP27 - Corrupt Technology by Decay
MAP28 - Deathgrind by Dusk
MAP29 - Sound Familiar? by Shane
MAP30 - Artificial Valley by Heavenwraith / Dusk
MAP31 - Charon Orbit by Dusk
MAP32 - Complex Delta by Decay


Last of all, thank you, the players, for actually making this worthwhile (mostly). Please enjoy the pack, I understand that not every map will please everyone, but I guarantee that you will find something you enjoy in the pack.
28

Maps, Wads and Mods / Re: Velocity X: Mechanix Edition

« on: October 06, 2012, 16:59:06 »
I present to you the latest velocity CTF beta, containing 28 maps! Some of these are still in layout only shape, but all are indeed playable, and I am really looking for some feedback on the layouts!

Notably this beta contains changes to the first 12 maps as well. Most of those changes are minor, such as texture changes, but the biggest differences are seen in map11 (new gate for the one way tele) and an overhaul of map10.

Give it a run, and see what you like, don't like, etc, and post up some feedback.

Currently the maplist sits at: 01-22, 24-28, 32. Obviously the rest of the maps are coming in, albeit slowly. However, if you wish to donate or contribute to this pack in anyway (detailer, new layout, new maps, etc), just post or drop into #mechanixunion and talk to somebody there.

Last and not least, http://speedy.sh/6s8BN/veloXbeta2.zip

Hopefully it "sucks less" than before!
29

General Discussion / Re: DFA . . . NEVER Forgotten

« on: September 30, 2012, 11:32:28 »
Sigma is shogun, aka shadowfox, aka furgun, aka the dude who stole famous doomer names to alias to evade bans on zdaemon and zandronum because he hacked on those ports (and probably this one too; everybody knows he sucks, so any sort of sudden skill is pretty suspicious), whilst being an autistic furry of the largest magnitude. Pretty much nobody likes him and I guess this means Naut got over his furry-phobia!
30

General Discussion / Re: How Did You Find Odamex?

« on: September 13, 2012, 21:04:40 »
I first heard of it from another couple users in ST, Eric and Kirbonium. I gave those versions a try, wasn't really impressed, being truly spoiled by ST at the time.

I came back to here at the tail end of 5.4 and really started playing at 5.6. 5.7 so far was my favourite version, even though I was probably the only person using it. I had a really good mouse setting but it got overwritten with 0.6 and now it's completely fucked :)
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