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Topic: Velocity X: Mechanix Edition  (Read 70634 times)

Offline Decay

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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
« Last Edit: October 06, 2012, 17:32:00 by Decay »
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Dr. Sean

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Re: Velocity II: The Abstraction
« Reply #1 on: April 23, 2012, 22:58:32 »
Sweet!  I just added a few of the more straight-forward Velocity I maps to my server's rotation and plan on gradually introducing my regulars to the rest of Velocity I.  I'd look forward to Velocity II even if you weren't planning to raise the bar!
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Offline Hekksy

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Re: Velocity II: The Abstraction
« Reply #2 on: April 24, 2012, 06:44:41 »
Sexy! Can't wait to play it :)
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Check out the Odamex Discord as well: https://discord.gg/vHUu236

Offline capodecima

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Re: Velocity II: The Abstraction
« Reply #3 on: April 24, 2012, 07:12:27 »
This is looking very cool, cant wait to play it :p

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #4 on: April 26, 2012, 17:57:18 »
Thanks guys!

First round of testing is slated for this weekend, and I'll be handling most of the stuff from #mxu, so come on out if you're interested.
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline HumanBones

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Re: Velocity II: The Abstraction
« Reply #5 on: April 27, 2012, 01:36:31 »
Looking forward to it for sure! Screenshots look awesome. Always happy to see new CTF wads being made, especially when they are pretty damn good.

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #6 on: May 01, 2012, 17:29:36 »
So, first tests and impressions were held on sunday, and unfortunately the move towards more "abstract" ideas did not go over as smoothly as I had hoped, but that doesn't mean to say all the maps were bad~

Heavenwraith seems to have produced another winner, some maps just need a little reforming/touch-ups and others were tossed. As a result of the testing, I've decided to go back to making what made the first velocity great: sheer intensity.

I'm hoping to get a new build out by this weekend for another round of testing.

Here's my first new offering, Decay Industries


Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #7 on: May 07, 2012, 18:12:55 »
http://speedy.sh/wAp5f/beta5.zip

Here is what will likely be velocity II's maplist. 10 maps (13-22), resource wad merged with said maps. This is only a really rough sketch, most of the maps are not detailed at all, but I'm just trying to get a solid maplist first.

Please leave some thoughts, i really need to know what you guys think of the maps as they are so far so we can improve layouts, gameplay, etc

map13: DTDsphere by DTDsphere
map14: Industrial Waste Sewers by Decay
map15: The E4-Themed Reject by Kamai
map16: 2 Pronged Snake by Shane
map17: A Simple Complex by Decay
map18: 360 Kick Spin by Shane
map19: Clash of Empires by Shane
map20: DECAY INDUSTRIES by Decay
map21: Save the Universe by Heavewraith
map22: Chernobyl's Requiem by Kamai

Take a browse, let me know what you like, don't like, etc. It's very helpful to know what isn't liked ahead of time!
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #8 on: May 09, 2012, 15:40:47 »
http://speedy.sh/BDp6z/beta7.zip just your average update. Gameplay wise, this version is pretty important I'd say, please leave me your comments if you could!
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #9 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.
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Pseudoscientist

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Re: Velocity II: The Abstraction
« Reply #10 on: June 18, 2012, 07:55:32 »
Decay you must have noticed this already but level 18 is missing bridge things in center
« Last Edit: June 18, 2012, 07:57:32 by Pseudoscientist »
Sorry Guest, you are banned from using this forum!

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #11 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.
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #12 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!
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #13 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.
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

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Re: Velocity II: The Abstraction
« Reply #14 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/
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744