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Paranoia DM
by Ares III
new comments Doom 2, deathmatch
in progress, Skull Tag
screenshot #1screenshot #2screenshot #3
03.12.2005

Description:

70% done

Essentially another MAP01 remake, from scratch. This map adds an expansive outdoor area with a nicely made background of crags and cliffs. I'm working on detailing it, and adding some more powerups and DM starts. It should work best with 6-12 players, but it's too big for any less than 6, unless you're up for some long runs through some corridors.


Ares III writes:(new) 27.11.2005, 15:17 GMT+1
edited 27.11.2005, 23:48 GMT+1

Update:
75% done.

I've added detail to the outdoor area, fixed a bug that caused players to get stuck in the water (the edge was too high up) and added an alcove area.
I'm now working on adding some computers to the various areas.

[Edit: Computers done, working on background (adding some more cliffs, maybe adding some hellish details)]

Does anyone have any suggestions how I can add some hellish details to a tech map without making it look crappy? I have this really awesome hell room at the beginning, with bloody bodies and stuff, but I can't seem to reintroduce the theme into what turned into a tech map.

I really don't want to kill this room, but so far it looks like I'll eventually have to.

Tango writes:(new) 28.11.2005, 02:55 GMT+1

Looks pretty cool! I look forward to seeing this when it's done...

Senior Duck writes:(new) 03.12.2005, 01:40 GMT+1

YAY! Hurry up and gimme it. I've got another idea about how a hell room would fit in there:
Build a vast deteriorated torture chamber room.
The player has to find a soulsphere which is hidden behind ridiculous numbers of crates and
kill 3 other player
(And then you could change the name to torture crates (LOL(Actually, that's not a bad idea, seeing as you have like a hundgerdred crates in dere alreddy)))

Ares III writes:(new) 04.12.2005, 18:46 GMT+1

Update:
Still at 75%

But:
I'm adding rain! Using decorate and a continuously running script, I'm going to add some sparse rain.
Also, I'm now planning to make it into (so far) a series of six remakes:
MAP01 - entryway
E1M2 - [don't remember]
E1M5 - [don't remember]
E1M9 - military base
MAP29 - living end
[not a remake]Cathedral

Mancubus II writes:(new) 05.12.2005, 19:52 GMT+1
edited 05.12.2005, 19:53 GMT+1

As a word of caution be weary of continuously running ACS scripts in skulltag; make sure it's constructed well and tested in proper multiplayer environments over the interweb.

Ares III writes:(new) 12.12.2005, 16:06 GMT+1

GAH!!!
It's not working.
Does anyone know a site where I could upload this to for the time being?
Preferably one from which I could remove/replace it later.
I need some help figuring out why it always crashes ST in multiplayer.

Ares III writes:(new) 09.02.2006, 21:56 GMT+1
edited 11.02.2006, 14:15 GMT+1

Well, for the time being, I've given up on having it run in Skulltag, and am modifying it to use GZDoom instead. Since the next versions of ST and Zdoom should have full support for OpenGL rendering and whatnot, it should be fine. Plus it'll look much cooler with the bloodpools being actual 3D.

EDIT: The GL rendering is beautiful for the water.
I've also decided to scrap all the dark brown theme stuff outdoors, and am replacing it with a brick and metal theme.
Screenshots are coming.


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