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Messages - AlexMax

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61

Maps, Wads and Mods / Re: Odamex CTF

« on: November 04, 2006, 15:12:05 »
http://method.borec.cz/map01.zip Here you can get it..It's not finished yet, i want to add some thnigs / rocks into the acid..

Your download link is being unreliable.  Please upload it to http://www.rapidshare.de or meet up with me in IRC (irc.oftc.net, #odamex)
62

Developer's Corner / Re: Source Repository

« on: November 04, 2006, 14:31:37 »
Cheapalert is correct.  The source code is at this particular moment in time in a repository which requires privilaged access to get to.  However, once a certain milestone has been paseed, the subversion repository will be opened.

For now, if you want a sneak peek at what is actually being worked on in the repository, take a look at the Odamex changelog.

http://odamex.net/changelog
63

General Discussion / Re: Milestone Plan

« on: November 04, 2006, 14:27:38 »
This is the current development roadmap.  It's been a while since it was actually created, and things might have been shuffled around since then, but for the most part it should be accurate.

http://odamex.net/wiki/Development_roadmap
64

Maps, Wads and Mods / Re: Odamex CTF

« on: October 29, 2006, 09:11:59 »
Hi guys..I heared you work on this ctfpack and first i want to say thanks for working on mp boom compatible port!

But why i'm writing.. I'm trying to making maps too - I made a few maps for KamaSutra (Doom2.exe compatible megawad), working on KS 2 and mainly i have one no-where use ctfmap and work on second. Some screens :
http://method.borec.cz/01.jpg
http://method.borec.cz/02.jpg
http://method.borec.cz/03.jpg
http://method.borec.cz/04.jpg
http://method.borec.cz/05.jpg
So if you're interested i can send you it to mail..I really would like to help you :o)
M.

I would be greatly interested in seeing your work. Please send it my way.
65

General Discussion / Re: doom compatibility

« on: October 25, 2006, 08:49:13 »
Does it not work even in prBoom compatability mode?

Can you submit an lmp that demonstrates the wad in action in DOS/Choco Doom?
66

Maps, Wads and Mods / Re: Odamex CTF

« on: October 24, 2006, 14:40:57 »
Nice. I hope DB comes with an Odamex config in the next version. Of course, I could just make a Boom DM map if I wanted to, couldn't I?

Just load it up with Boom format. If you want to add flags for CTF, load up Skulltag in Doom map format and add them that way. Easy as pie
67

General Discussion / Re: Odamex information?

« on: October 23, 2006, 20:16:02 »
Thread's unlocked!That's inaccurate, simply because the Hexen map format does not exist in Odamex like I mentioned earlier.

I have no idea why that didn't occour to me, thanks. :)
68

General Discussion / Re: Odamex information?

« on: October 23, 2006, 19:19:17 »
If you want some idea of what to expect when you run your maps in Odamex, run it on ZDoom 1.22.

If you want to ensure that you're map will be "Boom Compatable", which is what I personally aim for, just in case other source ports add multiplayer, test in prBoom and Eternity.
69

Maps, Wads and Mods / Odamex CTF

« on: October 23, 2006, 10:35:54 »
So I decided to finally take the covers off of Odamex CTF the other day. You can download the latest beta here. 8CTFDUME had the cumulation of about a months worth of modifications to it.

Now for what I've got in the oven. For 8CTFDUMF, I spiffied up Ralphis' map and put in lights like he wanted (even though the light sourcing looks like an AlexMax light source and not a Ralphis one, so I'll have to ask Ralphis' opinion on that). I then took a long look at my CTF maps (MAP01, MAP02, MAP03 and MAP05) and decided to simplify each of them, because I felt too many of them were being encumbered by the tons of switches I had put in there for gimmick features that in retrospect were kind of a bad idea in the first place.

MAP02 has been changed around AGAIN. This time, I put the switch to lower the rockets in front of the lift itself. I might put it back where it used to be in older betas, but they're kind of out of the way already, I want them to be used, but out of the way enough to not be abused and not be picked up if you're in a hurry, which happens often on this map. I also changed around the 'behind the weapon' teleport on each side, now the hallway is deeper and enterable from two sides. I also made an identical 'behind the weapon' corridor on the opposite side near the flag, minus the teleporter, but I have no idea what I want to put in there. Not armor, I don't want defenders getting cozy. Not health, I already have the health in an easily accessable yet really vulnerable position already. Maybe ammo, but I dunno, your mortality is so guarenteed on this level that it might not be worth going in for. Blur sphere maybe, to spice things up, I mean seriously, when was the last time you saw a blur sphere in a map?

MAP03's gimmick that I introduced in recent betas kind of bugged me, because if you got trapped in the blood pit, your only recourse was to teleport out. I remember in earlier betas where the middle would become a chokepoint and battleground, and while I didn't like how people blazed through in the origional version, the redo actually made it worse, and I wanted to fix that. So I raised the blood river and the wooden passage to the north to be 8 below the rock formation so it's now a three way intersection again. The only difference is that it's now possible to spam the shit out of that corridor because the staircase that was in earlier betas was replaced with gradually increasing rock steps, which aren't as restrictive in terms of spammage. However, the wood paneling in the middle is still there, so not only is it not possible to spam from one end of the level, but it also prevents you from just zooming straight through the middle like in earlier betas. Now you HAVE to turn in one direction or the other, which would encourage use of the teleporters, which is what my whole experiment with the middle was about in the first place. Also, I suppose the wood paneling gives you a barrier to juke your way around or have a SSG battle around, more of those situations is always a good thing. The plasma is still down the long dark hall, but it's a damage floor, so you can't camp it, and it's out of your way, and you're also pretty vulnerable to getting your shit ruined by a rocket. Maybe being able to camp the plasma is a good thing though, we'll have to see how it playtests.

The other two remain unchanged. MAP05 in particular is to remain untouched. I had considered putting in a platform in the back that would allow spamming in without allowing access, but I couldn't figure out how to impliment it right and I dropped the idea. I still don't know how I came up with such a cool map design, espcially one with so much room for depth and strategy.

Wow, that turned out longer than I had exprected. You guys probably have no clue what I'm ranting about, so I'll see if I can get some screenshots. I should seriously jot down a few tutorials about good CTF level design, because aside from Toke, who came up with a few brilliant ideas which I wanted to incorperate some of which in my own maps, I really haven't seen anyone consiously trying to bring something new to the table...or they try and their grand map design doesn't work out quite like they expected because they play too much Unreal Tournament or something.
70

General Discussion / Re: Make your own Odamex Slogan

« on: October 23, 2006, 10:25:47 »
Odamex: Doom's Ultimate Multiplayer Experience
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