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Wagi
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Post subject: Duel Surge II [Beta #3 released] Posted: Sun Jan 11, 2009 4:16 pm |
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Ew, Linear filtering
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Joined: Fri Dec 22, 2006 5:26 pm Posts: 2335 Location: Recycle Bin
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After quite a bit of mapping, thinking, and PMing, I have made the decision to start a thread on a project that's been going on for about a month now, Duel Surge II. The original Duel Surge ultimately failed because of various things, such as some maps being lacking in gameplay, a loss in focus on Duels in specific, and a lack of a permanent server host. This could be considered an expansion of the original Duel Surge, however I'm trying to make it as sequel-like as can be. I have removed some of the less fun Duel maps, and I am raising my quality standards twofold. Now, I am going to answer some questions before they are asked. Q: "Why didn't my map make it from DSurge to DSurge2? I'm not a bad mapper, am I?" A: Well, it doesn't mean you're a bad mapper, it just means that your map did not meet my ridiculous new standards that I have just put in place. The most common reason for a dropped map was that it was better suited for regular Deathmatch than it was a Duel. Q: "What else (besides new maps) have will DSurge2 have over it's predecessor?" - Some of the original maps were improved - There is a new Loserpic music composed by yours truly - Semi-fixed weapon preferences. The pistol is now ranked below the Rocket Launcher and the BFG9000 is rated above everything else. Q: "Can I make a map?" A: You can try. Just don't be mad if it doesn't get in. To improve your chances, you should read both Deathz0r's multiplayer mapping tutorial and then my Duel mapping tutorial in the Tutorials section. You should also download UDMX and get a general idea what a quality map looks like (especially those in the rotation regularly used for duels). Also, take into account the semi-fixed weapon preferences (it is now sensible to place a Rocket Launcher in front of a start spot), and that you can use the textures HYWATER and HYNUKE for water and nukage. Here is the maplist so far: Code: Ecosystem - Wagi Exlxaxl - Dynamix Quickfire - Captain Toenail Domain - Cacodemon Ruins of Despair - Xaver Human Cargo - Wagi Dynamix - Dynamix BlackPobla - Halloween Atrocity - Dynamix Hydris - Wagi Rocky Encounter - 3Dfx and Dynamix Frost Bite - Dynamix Nan Chuan - Dynamix Address Unknown - Wagi Frag Yard - Whoo Dual Core - Cpl. Foley GroundBase II - Xaver Gavel - Mechadon Through the Dime - Dreadlord Disengage - Mechadon Here is the latest version of DSurge2: http://www.freewebs.com/srwagi/DS2_B3.pk3
_________________ Vote on these maps!
Last edited by Wagi on Wed Apr 22, 2009 3:54 pm, edited 12 times in total.
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[HC]
doomfiend
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Post subject: Re: Duel Surge II Posted: Sun Jan 11, 2009 4:36 pm |
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Wat no u cent do dat tu mee
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Joined: Thu Jun 07, 2007 7:23 am Posts: 237
Clan: PENIS LLOLOLOLLOL
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I like the last picture good use of stalked sectors and the other maps look fun as well... im looking forward to this...
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(OP)
Nautilus
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Post subject: Re: Duel Surge II Posted: Sun Jan 11, 2009 4:44 pm |
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The Optimal, Phenomenal
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Joined: Sun Apr 10, 2005 12:07 pm Posts: 498 Location: Big Apple
Clan: Optimum
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doomfiend wrote: I like the last picture good use of stalked sectors and the other maps look fun as well... im looking forward to this... They're called stock flats.This looks pretty tight. Keep up the good work. If you want to see multiplayer mapping at its finest, check out UDMX. We encourage you to use our techniques.
_________________ Chicken wing-a ding ding ding ding
DON'T STOP ME NOW 'CAUSE I'M HAVING SUCH A GOOD TIME
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Wagi
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Post subject: Re: Duel Surge II Posted: Sun Jan 11, 2009 4:48 pm |
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Ew, Linear filtering
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Joined: Fri Dec 22, 2006 5:26 pm Posts: 2335 Location: Recycle Bin
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Nautilus: D'oh! Yes, you are correct. UDMX is probably the best Deathmatch wad out to date and I would strongly recommend taking inspiration from that. I'm clarifying in the topic post right now.
_________________ Vote on these maps!
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you love
Revenant
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Post subject: Re: Duel Surge II Posted: Mon Jan 12, 2009 10:04 am |
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Joined: Thu Feb 15, 2007 4:20 pm Posts: 448 Location: ٩(͡๏̯͡๏)۶
Clan: The Jetsons
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This is looking awesome so far.  You mentioned that improvements were made to some of the original maps. Does this mean that maps like Quickfire and Surge are less cramped? IMO these maps had good layouts but suffered from a lack of room to move around in some areas. Also I might make a duel map for this if I can get off my ass and open Doom Builder for more than five minutes at a time.
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[Reveal] Spoiler: Look upon my spoiler, ye mighty, and despair
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Cutman
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Post subject: Re: Duel Surge II Posted: Mon Jan 12, 2009 10:18 am |
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Om nom nom
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Joined: Mon Jan 17, 2005 10:11 am Posts: 1756 Location: England
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Bishop
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Post subject: Re: Duel Surge II Posted: Mon Jan 12, 2009 10:23 am |
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Some d00d
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Joined: Fri Dec 19, 2008 9:32 pm Posts: 507 Location: Nissa, France
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Those look like some pretty decent DM/Duel maps Good luck with it, this will be on my "must try" list.
_________________ Templar: Land Of The Lost Temples
"Yes I know my enemies They are the teachers who taught me to fight me Compromise, conformity, assimulation, submission Ignorance, hypocrisy, brutality, the elite All of which are American dreams" - RATM
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[Jetsons]
Whoo
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Post subject: Re: Duel Surge II Posted: Mon Jan 12, 2009 1:59 pm |
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Come here, boy.
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Joined: Sat Aug 18, 2007 8:24 am Posts: 1981 Location: Space
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I'll possibly be making a map. Either improving my Containment Area map, or a entirely new one.
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Wagi
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Post subject: Re: Duel Surge II Posted: Mon Jan 12, 2009 2:34 pm |
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Ew, Linear filtering
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Joined: Fri Dec 22, 2006 5:26 pm Posts: 2335 Location: Recycle Bin
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Revenant: So far the only improvements that were made were to Hydris and Human Cargo. Hydris now has a staircase leading from the middle room with the blue floor to the Southwest corner of the map. In Human Cargo, all of the Jump-pads are replaced with staircases to improve flow and prevent the crippling of online play. I do, however, agree about both of the maps you listed. I was actually thinking of removing Surge entirely because, on top of the cramped corridors, it also has minuscule height variation. There is not a single ledge that you can't simply jump up to, so the level might as well have been flat. The level is also kind of ugly, IMO.
You are all welcome to map for this project. If you guys submit a map, the worst thing that could happen is that it might be denied. You are also all welcome to improve maps that are currently in the project and fix common complaints about the maps.
_________________ Vote on these maps!
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[Jetsons]
Whoo
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Post subject: Re: Duel Surge II Posted: Mon Jan 12, 2009 7:58 pm |
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Come here, boy.
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Joined: Sat Aug 18, 2007 8:24 am Posts: 1981 Location: Space
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Then I'll improve Containment Area, submit it, then make a new map! 
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AlektorophobiA
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Post subject: Re: Duel Surge II Posted: Mon Jan 12, 2009 7:59 pm |
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Linux Noob
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Joined: Thu Jul 31, 2008 8:33 am Posts: 323 Location: Valdivia, Chile
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_________________ In-Game Nick: AlektorophobiA My English Sucks.
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ʇnuɐǝd
Peanut
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Post subject: Re: Duel Surge II Posted: Mon Jan 12, 2009 8:05 pm |
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I do my best to FILL things.
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Joined: Tue Jun 27, 2006 1:45 pm Posts: 1239 Location: In your happy place.
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And just because of this upcoming awesomeness, I am now currently creating a duel map. Will it be enjoyable? Probably not, but just for chuckles, let's see how far it gets. 
_________________
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aka ICY
.+:icytux:+.
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Post subject: Re: Duel Surge II Posted: Tue Jan 13, 2009 1:50 pm |
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Domo for president!
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Joined: Tue Dec 11, 2007 12:38 pm Posts: 677
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wait, can i ask. what is this? the same mappack as Duel Surge 1, but just without the bad maps.
_________________ 1010010101101011000101011101001000011111100100011001110000100110101010000001101000101110110011000100 0011110100110001001101001100000110010010010011000101000111110111011110101000010100011100001101000111 1101010110100011101111011011110010100001111000110001001100111000101011001111011110100011011111001100 0100111001110101111100001100101100111101101111101010010000001011001101100100100100100111010101010011 0010000011001000011101001110000000011111010010010110100110000011000011101111100101010011000001011000 1100110110000100011110101111101001100111010101010101001000001101100101011111001011110001111111010111 1010000001001101000001100000111011111101111001010101001100111010111010001100110011001001011110001111
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Maelstrom
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Post subject: Re: Duel Surge II Posted: Tue Jan 13, 2009 2:42 pm |
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Joined: Wed Nov 28, 2007 4:39 am Posts: 903 Location: Australia, Canberra
Clan: High Voltage
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It seems to be like a fix to the first one, the bad maps have been removed and they are going to fill the rest of the slots that were removed with bran new maps.
Also I would love to take a slot for this but I need to get some of the other projects out of the way first. Might re-post once I get some other mods I need to finish off my plate.
_________________ Skulltag Username: [H-V]MaelStrom
When you wish upon a falling star, your dreams can come true. Unless it's really a meteorite hurtling to the Earth which will destroy all life. Then you're pretty much hosed no matter what you wish for. Unless it's death by meteor.
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Mechadon
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Post subject: Re: Duel Surge II Posted: Tue Jan 13, 2009 2:53 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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Cool, a sequel! I don't have enough time to contribute anything :/. Good luck though, I'll be keeping my eye on this! [EDIT] Oh, and your more than welcome to change my original submissions any way you see fit if you want to re-include them. I don't have time to work on them myself 
_________________ Mekworx | Project Vega
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<DRZ>
Voodoo94
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Post subject: Re: Duel Surge II Posted: Tue Jan 13, 2009 3:23 pm |
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Enough, stop climbing.
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Joined: Sun Mar 02, 2008 12:07 am Posts: 482
Clan: Demon RiderZ
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Duel Surge II? Oh noes! The foot of the big mappers is coming! Great wad! 
_________________ Race of Madness - Actual version: Beta0.1
Total posts 216666 | Total topics 16666 | Total members 3514 | Our newest member pulsarion
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Wagi
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Post subject: Re: Duel Surge II Posted: Tue Jan 13, 2009 5:58 pm |
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Ew, Linear filtering
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Joined: Fri Dec 22, 2006 5:26 pm Posts: 2335 Location: Recycle Bin
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Icytux: Essentially you could say that. It's exactly what I had in mind, but I eventually decided to make more concessions to make Dueling more enjoyable. The one I'm hoping will attract the most popularity (aside from the more favorable maplist) will be the more sensical weapon preferences. More than half of the maps will be brand new before we re-hit the 20-map mark. After that, instead of adding new maps, they will instead kick other maps out of the pack. Probably the first ones in line to go are BlackPobla, Hydris (In retrospect, this is actually a pretty shitty map), Surge, and Quickfire; in no particular order.
All: If you aren't a terribly good mapper yet but still want to help this project out, I would highly encourage you to lobby to get this pack hosted on an official or permanent server (FR, Club, TX-Dallas, etc.) once it comes time to release this. I am absolutely terrible at sucking up to server admins.
_________________ Vote on these maps!
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[Jetsons]
Whoo
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Post subject: Re: Duel Surge II Posted: Wed Jan 14, 2009 3:04 pm |
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Come here, boy.
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Joined: Sat Aug 18, 2007 8:24 am Posts: 1981 Location: Space
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Well my map is gonna be called "Frag Yard". Once I replace everything that I lost after DoomBuilder crashed I'll post some screenies. Edit: Completed my map, here is some screenshots, and I'll PM you the wad Wagi.
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Bishop
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Post subject: Re: Duel Surge II Posted: Wed Jan 14, 2009 8:17 pm |
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Some d00d
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Joined: Fri Dec 19, 2008 9:32 pm Posts: 507 Location: Nissa, France
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Swweeeeeet Good job Whoo 
_________________ Templar: Land Of The Lost Temples
"Yes I know my enemies They are the teachers who taught me to fight me Compromise, conformity, assimulation, submission Ignorance, hypocrisy, brutality, the elite All of which are American dreams" - RATM
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[Jetsons]
Whoo
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Post subject: Re: Duel Surge II Posted: Wed Jan 14, 2009 8:21 pm |
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Come here, boy.
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Joined: Sat Aug 18, 2007 8:24 am Posts: 1981 Location: Space
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Thanks. 
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