Catoptromancy Posted March 20, 2010 FreeDM has seen little attention for a long time. UDMX is licensed so that its maps can be used. Permission was given and credits go to UNIDOOM. Most textures need replaced with Freedoom textures. Try to keep the theme as similar as possible to the original map. Do not alter the maps if possible, small unnoticeable edits will work if used to line up textures. Do not alter gameplay just textures. Claim a map! Use the daily build as your iwad in the editor MAP01 = GreyGhost MAP03 = Catoptromancy MAP06 = Done! MAP20 = Catoptromancy 0 Quote Share this post Link to post
andrewj Posted March 20, 2010 Good news! The existing FreeDM maps were mostly quite poor. Need any help? 0 Quote Share this post Link to post
Catoptromancy Posted March 20, 2010 Ill be stripping the maps to separate wads and putting them on the repo sometime soon. Ill edit my first post so I can layout a maplist and people can sign up and pick a map. 0 Quote Share this post Link to post
Philnemba Posted March 20, 2010 Retextureing UDMX in a FreeDoom environment?! Sounds fun and interesting so I'm claiming Map 24 & 32. 0 Quote Share this post Link to post
Mechadon Posted March 20, 2010 Pretty cool idea! If I get the time, I could help retexture one or two :) 0 Quote Share this post Link to post
GreyGhost Posted March 21, 2010 I'll take Map01 and hope the basalt cavern doesn't drive me crazy. 0 Quote Share this post Link to post
Catoptromancy Posted March 21, 2010 Remember TNT still has many placeholders for textures, fences too! If you need a new texture it must be made from scratch and same dimensions as a blank TNT one. You may also edit a current Freedoom texture to make a new one. 0 Quote Share this post Link to post
Jon Posted March 22, 2010 A couple of the freedm maps have promise (I think) but the first one at least is poor. 0 Quote Share this post Link to post
Catoptromancy Posted March 22, 2010 Ya I think we can leave a couple in. Some of the UDMX are a bit odd like map30,31 and maybe the sonic map. 0 Quote Share this post Link to post
fraggle Posted March 22, 2010 Does UDMX work in Vanilla Doom? One thing I always planned to do was remove the dependency of the FreeDM levels on Boom line types, so that Chocolate Doom could run with the FreeDM IWAD (this would allow Chocolate Doom into Debian main :-) 0 Quote Share this post Link to post
andrewj Posted March 23, 2010 fraggle said:(this would allow Chocolate Doom into Debian main :-) Yeah. (assuming you can find somebody to package it) 0 Quote Share this post Link to post
Ralphis Posted March 23, 2010 fraggle said:Does UDMX work in Vanilla Doom? One thing I always planned to do was remove the dependency of the FreeDM levels on Boom line types, so that Chocolate Doom could run with the FreeDM IWAD (this would allow Chocolate Doom into Debian main :-) The maps are all compatible (except for the Sonic map) in that they don't use any Boom specials. However, most of these maps are going to VPO in vanilla. By the way, map30 is actually a pretty decent DM layout and was designed as a normal map in the beginning. 0 Quote Share this post Link to post
Catoptromancy Posted March 23, 2010 I have converted a few maps to vanilla before. Should not be too hard on most maps. Some lighting and ultradetail will need to be toned down quite a bit. The maps are fairly small being DM so most detail can be trimmed a bit without much noticable difference. 0 Quote Share this post Link to post
Philnemba Posted April 1, 2010 I would like my names on the 2 map slots remove since I have lost interest of this as of now. I have retexture nearly half of map 24 so if anybody wants to finish the rest shot out and I will email you the wad file. 0 Quote Share this post Link to post
Philnemba Posted June 3, 2010 Decided to give away this map so maybe someone around might want to retexture the rest of map24. link:http://www.mediafire.com/?gclgwjqhfim 0 Quote Share this post Link to post
GreyGhost Posted June 5, 2010 I'll add it to my short list of commitments, in part because I'd like to see what texture substitutions you've made. Most of my work with Map01 has been patch/texture replacements, though I probably haven't the talent, patience or willpower to do them for the entire wad. 0 Quote Share this post Link to post
exp(x) Posted June 5, 2010 andrewj said:assuming you can find somebody to package it I think he may know someone. 0 Quote Share this post Link to post
Jon Posted June 11, 2010 exp(x) said:I think he may know someone. heh :) actually chocolate-doom is already in Debian, the issue is moving it from "contrib" (free software that depends on non-free stuff to function) to "main" (free software that can be immediately useful). 0 Quote Share this post Link to post
KingofBabylon Posted June 20, 2010 Freedoom sucks ass, but that's because it's still not anywhere near completed yet. 0 Quote Share this post Link to post
Jon Posted June 20, 2010 KingofBabylon said:Freedoom sucks ass, but that's because it's still not anywhere near completed yet. Thanks for your valuable contribution. I've locked some of the threads you have pointlessly bumped to the top of the page, and deleted at least one duplicate post of yours. Please try to be constructive and don't resurrect old threads just for the sake of it. 0 Quote Share this post Link to post
Catoptromancy Posted January 20, 2011 Its just going to be freedoom with udmx maps. So probably not. No udmx textures, sounds, music, graphics and such. Only maps. EDIT > I am also working on this again. 0 Quote Share this post Link to post
Wagi Posted February 11, 2011 Ralphis said:The maps are all compatible (except for the Sonic map) in that they don't use any Boom specials. However, most of these maps are going to VPO in vanilla. Even without the VPO, some maps require the Boom behavior of zero tags affecting the back sector. Shafted Flashback requires this behavior or the plasma switch screws up the entire level. Miami manslaughter uses the translucent line special, but that's minor. Besides the maps, most of the maps will have tutti-frutti somewhere in Vanilla Doom. Finally, any maps that use a flat that shares a name with a patch (Such as Gridlock) will confuse the flat loader and trigger a "cachelumpnum >= NUMLUMPS" error upon map load. 0 Quote Share this post Link to post
RjY Posted February 12, 2011 Wagi said:Even without the VPO, some maps require the Boom behavior of zero tags affecting the back sector. Shafted Flashback requires this behavior or the plasma switch screws up the entire level.I'm afraid "the Boom behavior of zero tags affecting the back sector" is nonsense. It's important to realise Boom has no such behaviour. Did you mean • the Boom behavior of zero tags affecting no sector • the ZDoom behavior of zero tags affecting the back sector 0 Quote Share this post Link to post
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