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Eon Deathmatch Final

 
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[SIN]Fury
has entered the game!


Joined: 03 Feb 2007

PostPosted: Thu Dec 19, 2013 1:03 am    Post subject: Eon Deathmatch Final Reply with quote

Hello, I'd like to introduce the latest release of my (and partner's) project named Eon Deathmatch (version F). Some of you may remember my topic from 2 years ago: http://forums.zdaemon.org/viewtopic.php?t=14111

Quite a bit has changed allow me to give a quick run down, again.


What is Eon
========
It's a gathering of NOS Duel and FFA maps that has been in progress for a very long time. After many revisions and map cuts, I'm finally content with the current group of maps.


What do you mean by NOS?
=============
I mean 'New Old School'. It's simply a name that describes the type of gamplay that these maps are designed for. It's more or less a middle ground of OS settings and typical 'NS' settings. Gameplay is focused around limited ammo, PWO, item respawn, freelook and powerups. It's important to note that awareness pays off a lot especially with half ammo.


Why not just call it NewSchool?
======================
Because that term is quite vague. Everyone knows what settings make up an OS duel but when people throw around 'NS', people just shrug and assume it means Freelook and Jump. While it's partly true, there are no real guidelines or standards (that I'm aware off) when making a NewSchool map. As a result, I attempted to make a standard that borrows from both 'schools' and creates a familiar, yet refreshing game play experience. Perhaps I'll take a shot at SuperNS when people stop arguing over NoSwitch vs Autoswitch (never).


What about jump?
==============
I contemplated adding in design elements for jumping but I decided against it because jumping varies enough between all ports to where it causes a headache and because back then in the beginning jumping was unheard of in dueling and nothing has changed since then. With that said, most maps function well under OS settings and in the instance that this style doesn't go over well, the tried and true is still applicable.


What settings are required?
=======================
Code:
Time Limit:15
Fraglimit: 30
Ultra-Violence
Item Respawn
Freelook
PWO Switching
Dmflags: coming soon



Anything else?
============
Not much more to cover. The main focus of this wad is to introduce something new to Doom Dueling. I would like to see other mappers take a shot at making a map to this style (in the very least, it's an excuse to map). Hopefully there is something in the wad that catches people's fancy, if not, well I tried. Any bug reporting would be appreciated. Have An Ice Day.

-PS it's CacoWard approved.

Download?
============
Get it here:

http://www.speedyshare.com/9nvM7/eondm1.zip
http://rust.unidoom.org/eondm1.zip


Last edited by [SIN]Fury on Sun Mar 16, 2014 11:48 pm; edited 2 times in total
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Edwart
Dominating!


Joined: 08 Jul 2011
Location: at #Burger Team Clan: NUMERO 1

PostPosted: Thu Dec 19, 2013 6:13 am    Post subject: Reply with quote

yea rust show me this like 1 month ago....

its perry good

if perrondon approves this... this is amaze
and
Perrondon approves this wad

KRAWA RUN THIS ON ZDS
OR SOMEBODY RUN IT IN FYBO :D
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Thu Dec 19, 2013 8:56 am    Post subject: Reply with quote

I probably agree, but I can't test it until I have time this weekend. Wink
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[SIN]Fury
has entered the game!


Joined: 03 Feb 2007

PostPosted: Sun Mar 16, 2014 11:47 pm    Post subject: Reply with quote

Final version released after going through the wad and cleaning up texture errors, items, rooms etc. I added 1 more map and another rail map for kicks. The links in the original post have been updated as well. Have An Ice Day.
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Mon Mar 17, 2014 1:26 am    Post subject: Reply with quote

These are some tight layouts. Tasteful slopes. Several of these layouts appear vaguely Greenwar-ish. Whether or not that is intended, I don't know, but it's kinda nice how circluar some bits are.

I think map13 is aesthetically my favorite. Oh hey I recognize map08 from a long-ago release of yours, nice to see it included.

IMHO this would be an ideal FYBO or ZDS candidate.
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DoomKid
Unstoppable!


Joined: 09 May 2008
Location: Aussie Land

PostPosted: Mon Mar 17, 2014 1:39 am    Post subject: Reply with quote

Describind these as "New Oldschool" makes perfect sense when you look through the maps. The texturing is nice and clean with misalignments being few and far between, and the detailing is very much present while not overcrowding the place.

Most of these maps seem to employ the same theme, a cold tech-base with computer panels and blue strips along the wall. Looking schmick and while they all have the same theme, not overtly repetitive. I like it.

Layouts seem suitable for a duel, just about every one of them. More than 6 players in these maps would feel quite calustrophobic, but would still be a blast. Also worth noting, the BFG is generally quite easy to find.

Lots of familiar SNES tunes packed away in here too, which is certainly a plus.

Overall this is really nice stuff, I hope to see it online at some point and give it a proper playthrough. Smile
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