Message Boards

 Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Decay

Pages: 1 2 [3] 4 5 6
31

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: July 27, 2012, 08:47:03 »
I underwent a large discussion with Dusk about this project this morning, and we came to a conclusion that will see the expansion of this project, and obviously a much more pushed back anticipated release date (I planned the final release in a week or two).

Velo III is not going to materialize. Ever. So we decided to expand this project to 20 maps instead of 10 for a couple of reasons.

1: Currently Velocity II is a little disappointing in all respects, especially in comparison to Velocity I. This is due to a few fundamental differences in the project progression:

- Lack of testing and feedback; as a result the maps are somewhat bizarre and lack lustre in terms of layout and design

- Lack of direction; Velocity I was geared specifically for 3v3 and 4v4 play, this wasn't. As a result, Velocity II is more or less a half-assed attempt at an expansion pack basically

- Uncaring standards for texturing. With Velocity I, we wanted to stand apart from the other ctf wads by creating great looking maps and unique layouts. While these layouts are certainly.... "unique," they don't look great.

2: Most of the mappers at MXU don't play much anymore, and don't have as much time to map, and we don't want to start up a separate project for Velo III

3: Expanding the pack to maps13-32 gives us the time to properly test, modify, and better the current mapset, along with pulling out far superior designs and layouts. Why settle for a crappy release after a good one, when you can have two good ones?

In saying this, we are also welcoming anyone who would like to contribute a map to the pack. Just drop me a line in #mxu on quakenet, or #mechanixunion on zandronum's IRC, or visit our site here http://mxu.the-powerhouse.net/forums/
32

General Discussion / Re: Idle in the servers more!

« on: July 27, 2012, 08:36:41 »
I think odamex is currently just suffering a small dry spell due to summer; once the weather starts to get a little more nasty, more people will crop up in the winter, I'm sure of it!
33

General Discussion / Re: Odamex newcomer here

« on: July 09, 2012, 16:38:23 »
Also I forgot to recommend you using an IRC (if you don't already have one; but I haven't seen you on IRC yet) client to talk to the majority of odamex players in real time. It's also far easier to set up games this way.

Try using XChat, connecting to irc.quakenet.org port:6667 and joining #odamex
34

General Discussion / Re: Odamex newcomer here

« on: July 09, 2012, 16:06:56 »
Zdaemon the most popular, ROFL. Maybe a couple years ago, not anymore. Also, popular should not be confused with good/best. Obviously there is some agenda at work there!

Welcome to odamex, arguably the most active multiplayer port development wise, with arguably the best community so far!

I wish you best of luck in training to get better!
35

Devoblog / Re: Sparks fly; Odamex 0.6.1 released!

« on: July 05, 2012, 19:08:12 »
Fantastic, can't wait to give this a good run when I can!
36

Nitro Zone / Re: Nitro #45 - Core CTF

« on: June 30, 2012, 20:28:42 »
I don't know how I missed playing this CTF wad, but it is definitely a great set, certainly lived up to the expectations I had after hearing about it.
37

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: June 24, 2012, 20:04:36 »
http://speedy.sh/WUJEm/rc4.zip

Alex gave me a bunch of suggestions, which I implemented.

Features that changed from RC3 to 4

- Cut off a bunch of extra paths and recesses in 13
- Redetailed parts of 14 and changed the cell packs to charges
- darkened 15 by 1 gradient (14 points all around)
- Extended the midfield/river in 16 and changed the music
- Raised up the puddles in 18 so you don't get stuck as easily, as well as changed the music.
- 19 was extensively remodeled and the mid is considerably bigger
- Minor details changed on 20
- Same for 21
- 22 the roof got raised in the mid and around the base to make it more obvious where to go.
38

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: June 20, 2012, 14:57:49 »
http://speedy.sh/mVnyk/RC3.zip I think this will be the last beta, so if anyone has any issues they wish to bring forward about the pack, now is the time to do so!
39
"
Personally, I'd love to see things like UDMF, PK3 support, 3DMidTex, a bigger subset of ACS and even 3D Floors. "

This stuff. Decorate is a novelty but might send odamex down the path of ghoultag. Cue Whiterabbit's "Why GVH was a good thing" comment.

Essentially you gotta ask what the overall goal of odamex is, and does adding something like decorate help fulfill it. Probably not.

Increased ACS compatibility would be excellent, especially global ACS that can be applied to all/most maps in a given DM pack, so modders can have fun and make fun modifiers like Pop a Cap (or kill the target), or even LMS, among other things.

Aside from that, being the lazy as fuck mapper I am, maybe change some of the stuff that causes the purple lines in textures. I think there is a certain w/h textures have to be, can't remember, but all I know is that other ports don't throw a huge purple line in the tex. Also supreme laziness: texture/flat interchangeability, meaning tx_start/end instead of patches/texture1 bullshit.
40

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: June 18, 2012, 11:45:02 »
Thank you for telling me, I did not notice. Honestly I wasn't anticipating such a mistake, though the reason behind this is simple: the author didn't test in odamex. He decided to use 3d mid texes instead of bridge things, and thus did not realize they don't work in odamex. Fixed.

http://speedy.sh/rmCWu/rc2.zip

RC2 to remedy this.
41

Maps, Wads and Mods / Re: Velocity II: The Abstraction

« on: June 13, 2012, 12:39:33 »
http://speedy.sh/pra8c/veloiirc1.zip

Took way too long to do this, but here is RC 1! Design to be paired with velocity I, i added mapinfo that changes the titles of the first veloctf.wad to not include the author names. If hosting both wads, this wad gets priority.

As always, if you have anything to say about the maps in any respect, I am open ears to suggestions and critique.
42

Nitro Zone / Re: Nitro #40 - Lazarus FFA

« on: May 24, 2012, 08:49:59 »
Awesome, looking forward to this one!
43

General Discussion / Re: [AX] - Apex

« on: May 17, 2012, 21:38:30 »
We would like to welcome both Swiftshot and Legion to Apex!
44

General Discussion / Re: [AX] - Apex

« on: May 16, 2012, 20:17:00 »
I think he sailed too far to the west and fell off the earth or something.

Also I haven't even seen Slyfox play odamex, so definitely we are looking to recruit some people, find Soulsucka on IRC or find me if he isn't around.
45

Devoblog / Re: Odamex 0.6 Released!

« on: May 12, 2012, 13:41:18 »
$$$

Many people have waited a long time to see this, very awesome to see it come to fruition. Kudos to the hard work of the current dev team and the dedication of those supporting odamex to see it come this far after apparently quite a long time. When I first played odamex a long time ago, I really did not like it, but it has come so far and improved so much it has become my (and many others) port of choice.

Can't wait to see it grow!
Pages: 1 2 [3] 4 5 6