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Os'
Amn3
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Post subject: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Tue Mar 10, 2009 8:48 am |
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So, yeah...
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Joined: Thu Aug 03, 2006 8:24 am Posts: 1462 Location: Bicester, UK
Clan: OneShot
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Project Outline and Information:The first installment of Skulldizzle was a set of 25 deathmatch maps made by various members of the ST community quite a while back in late 2006. The finished product was a mixed bag. Some maps were good, some were pretty below average and the overall wad felt quite rushed. Despite this, it was still used for a few FNF nights. Overall though, In my honest opinion, it wasn't what I wanted it to be. However, being the original project leader, I thought I'd try my hand at creating a sequel. Ive seen many of the original mappers and myself improve over the years and I've had the idea for quite a while, so, you know, fuck it. Im going to be sticking to a map limit of 25 just like last time, and, as usual with all my projects, they will all be Deathmatch maps. More detailed information below. Want to map?As you are now aware, this is going to be catering for the DM gamemode. If you wish to join the team and create a map, feel free to do so. Simply post in the thread. Screenshots are welcome. When you finish a map, please PM it to me. Ill PM you back giving you some feed back. All maps are subject to final adjustments by yours truly. Mapping Requirements:+ Maps must be built using the latest ST 0.97 Config. + Maps should cater for at least 4-8 Players. + Try and make use of ST specific items and runes. + Please Include a simple MAPINFO lump. Code: map sddm** "Map Name Here" sky1 (Sky texture here) 0.0(0.1 For Scrolling Sky) music "Music Lump Name Here" next sddm** Additional Mapping Info:Feel free to use additional and custom textures. When your sending your map to me however, please include a text file of which additional texture wads you used when creating your map. Credit will need to be given. A great place for additional textures: http://doomworld.com/afterglow/textures.shtmlIm being pretty laid-back about the mapping requirments. Simply stick to the simple rules above and all is good. If your an original mapper and want to revamp one of your older maps from the 1st Skulldizzle, feel free to do so. MaplistSDDM01 - Construct - DynamixSDDM02 - Unknown - Nightmare93SDDM03 - Unknown - 3DfxSDDM04 - Unknown - Rabbit LordSDDM05 - Skull Compost - Vindict6SDDM06 - Combat Drive - DynamixSDDM07 - Unknown - ImpboySDDM08 - Unknown - 3DfxSDDM09 - 9000 - Cpl FoleySDDM10 - Bloodshot - DynamixSDDM11 - Unknown - WagiSDDM12 - Chaos Castle - DynamixSDDM13 - The Edge Of Darkness - Crazy ChickenSDDM14 - Unknown - DrKelexoSDDM15 - Map name here - Free Slot SDDM16 - Flash Back - ReakuSDDM17 - Neophyte - DynamixSDDM18 - Map name here - Free Slot SDDM19 - Ventra Cove - DynamixSDDM20 - Unknown - Z-ManSDDM21 - Map name here - ReakuSDDM22 - Unknown - DoomsphereSDDM23 - Map name here - Free Slot SDDM24 - Map name here - Free Slot SDDM25 - Unknown - Catman Key:[] - Finished Map [] - In progress [] - No progress visible MappersDynamix Nightmare93 3Dfx Catman Z-Man Rabbit Lord Vindict6 Impboy Cpl Foley Reaku Wagi DrKelexo Last Words:Not much to say other than thats it really. Theres not really any deadline. Ill post more information here If I need to in the future such as beta releases, screen shots etc. Have fun mapping!
_________________ Amn3 -- Os' -- [ChaosCore]
Last edited by Amn3 on Wed Jun 24, 2009 11:28 am, edited 35 times in total.
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Roasted
Peanut
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Post subject: Re: Skulldizzle 2 - The Worst Just Got Better Posted: Tue Mar 10, 2009 11:12 am |
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Joined: Tue Jun 27, 2006 1:45 pm Posts: 1294 Location: In your happy place.
Clan: Legume
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Oh hell yes. Count me in!
EDIT: This is a community thing like the first one, right?
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Impboy
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Post subject: Re: Skulldizzle 2 - The Worst Just Got Better Posted: Tue Mar 10, 2009 1:18 pm |
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I got a question, will you have some maps from the first and refurnish them and stuff? I can refurnish mine, or even redo the whole map from scratch if you want to.
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[SA]
3Dfx
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Post subject: Re: Skulldizzle 2 - The Worst Just Got Better Posted: Mon Mar 16, 2009 9:20 am |
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Joined: Sat Dec 16, 2006 5:37 am Posts: 149 Location: Oxfordshire, England
Clan: Savage Assassins
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If this project gets off the ground i'd love to map for it, there were some good maps in the 1st skulldizzle.
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Os'
Amn3
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Post subject: Re: Skulldizzle 2 - The Worst Just Got Better Posted: Mon Mar 16, 2009 10:03 am |
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So, yeah...
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Joined: Thu Aug 03, 2006 8:24 am Posts: 1462 Location: Bicester, UK
Clan: OneShot
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@Nightmare: Yes, this will be a community project like the 1st one. Nice to see a little bit of interest in this. Time to get this thing off the ground. 1st post will be updated very soon. 
_________________ Amn3 -- Os' -- [ChaosCore]
Last edited by Amn3 on Mon Mar 16, 2009 11:02 am, edited 1 time in total.
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Xaver
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Post subject: Re: Skulldizzle 2 - The Worst Just Got Better Posted: Mon Mar 16, 2009 10:09 am |
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Joined: Thu Jul 12, 2007 11:18 am Posts: 366
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Good luck  I might sign up but I've been pretty busy with some other stuff, so I let you know when Im ready for this
_________________ Xaver
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Os'
Amn3
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! Posted: Mon Mar 16, 2009 11:02 am |
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So, yeah...
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Joined: Thu Aug 03, 2006 8:24 am Posts: 1462 Location: Bicester, UK
Clan: OneShot
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Thanks Xaver. When you do have time, you would be a great asset to the mapping team. 1st post updated. Ill be posting screenshots of some of my maps soon. If anyone wants to map, simple post in the thread. Be sure to read the first post for requirment etc.
_________________ Amn3 -- Os' -- [ChaosCore]
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Roasted
Peanut
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! Posted: Mon Mar 16, 2009 12:18 pm |
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Joined: Tue Jun 27, 2006 1:45 pm Posts: 1294 Location: In your happy place.
Clan: Legume
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I'll take the second slot if that's fine with you good buddy. Since Kamikaze labs was the only map of mine in the original project that seemed somewhat playable, I guess I'll just make a second version that won't suck as much (hopefully).
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Os'
Amn3
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! Posted: Tue Mar 17, 2009 5:45 am |
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So, yeah...
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Joined: Thu Aug 03, 2006 8:24 am Posts: 1462 Location: Bicester, UK
Clan: OneShot
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Nice one Nightmare.
1st Post Updated. Ill be posting some screenies of my latest maps soon.
_________________ Amn3 -- Os' -- [ChaosCore]
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Felicrux
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! Posted: Thu Mar 19, 2009 6:41 am |
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| Skullstuff Reviewer |
Joined: Sun Nov 26, 2006 2:24 pm Posts: 2062 Location: D.C.
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Hook me up with 25.
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Code: <%Ralphis> Eruanna I like your assertive attitude <%Ralphis> even if I think you're wrong, it's kind of sexy
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<DF>
Z-Man
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! Posted: Fri Mar 20, 2009 11:24 pm |
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Something for nothing
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Joined: Sat Oct 27, 2007 11:06 pm Posts: 328 Location: Brazil
Clan: Doomed Force
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If you let me, I want slot 20
_________________ Win.
Xfire
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Os'
Amn3
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! Posted: Sat Mar 21, 2009 2:07 pm |
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So, yeah...
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Joined: Thu Aug 03, 2006 8:24 am Posts: 1462 Location: Bicester, UK
Clan: OneShot
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Awesome guys. Ill sign you lot up.
_________________ Amn3 -- Os' -- [ChaosCore]
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Os'
Amn3
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Mon Mar 23, 2009 5:00 pm |
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So, yeah...
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Joined: Thu Aug 03, 2006 8:24 am Posts: 1462 Location: Bicester, UK
Clan: OneShot
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In an attempt to get some hype out there about this project, here are some screenies. This shows the first map Construct and Chaos Castle which are both finished. [Reveal] Spoiler: Screens of Construct & Chaos Castle Combat Drive and Bloodshot, which are both coming on very nicely. [Reveal] Spoiler: Screens of Combat Drive & Bloodshot (Both Unfinished) Feedback would be most helpful. 
_________________ Amn3 -- Os' -- [ChaosCore]
Last edited by Amn3 on Mon Mar 23, 2009 6:03 pm, edited 1 time in total.
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Rabbit lord
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Mon Mar 23, 2009 5:08 pm |
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F.3.A.R.
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Joined: Thu May 04, 2006 10:49 am Posts: 293 Location: Denver, CO
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I remember the first skulldizzle project! still have it on my hard drive  I can take map slot 4 if you want :: also the above screenshots look great
_________________ ( -_-)
Last edited by Rabbit lord on Wed Dec 21, 2012 00:01 pm, edited -17 times in total.
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Vindict6
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Tue Mar 24, 2009 9:00 am |
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Total Domination
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Joined: Fri Oct 24, 2008 9:07 am Posts: 85
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Sign me up for 5 =)
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/-]etor wrote: They are fake bots.
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Impboy
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Tue Mar 24, 2009 1:14 pm |
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Oh...what the hell, I guess I'll join in. I'm taking #7.
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Os'
Amn3
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Tue Mar 24, 2009 2:48 pm |
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So, yeah...
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Joined: Thu Aug 03, 2006 8:24 am Posts: 1462 Location: Bicester, UK
Clan: OneShot
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Savage! Nice one everyone. Now, less talk, and more mapping. ;]
_________________ Amn3 -- Os' -- [ChaosCore]
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Voodoo94
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Tue Mar 24, 2009 2:58 pm |
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Enough, stop climbing.
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Joined: Sun Mar 02, 2008 12:07 am Posts: 496
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Sign me for 9 
_________________ Race of Madness - Actual version: Beta0.1
Total posts 216666 | Total topics 16666 | Total members 3514 | Our newest member pulsarion
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Mechadon
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Tue Mar 24, 2009 3:02 pm |
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Vivat Acedia
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| Retired/Inactive Staff |
Joined: Wed Mar 15, 2006 3:54 pm Posts: 4334
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Nice shots Dynamix! Good luck with the project...hopefully people will play it once your done 
_________________ Mekworx | Supplice | Vela Pax
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Impboy
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Post subject: Re: Skulldizzle 2 - Mapper slots now open! *SCREENSHOTS* Posted: Tue Mar 24, 2009 4:42 pm |
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This map will be a remake of my old Skulldizzle map: Darken Falls. So far, I managed to get a little bit of structure for the indoor area in this screenshot. The ashwall textures are places I haven't done yet so don't flame me. Yes, the red pillar (item pickup) is crappy, I'm using a custom texture pack, and I think that it will blend with some of the exsisting Doom 2 Textures (like the browns, greens, and reds). Any ideas to help expand the architecture here?
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