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Cadman

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Everything posted by Cadman

  1. Okay guys, I'm still here...just been giving everyone a break from my ranting and raving...heh! I'm also waiting for the holidays to close out as well. People have been asking about a beta of CC and where they can get it, well I can accomodate you but I would like to wait until friday when I get my cable modem back and I'm not so slow on the net. I can do it for you in IRC if you'd like because I know not everyone's e-mails can take the large d/l, or another option is to have volteface post on a secret URL for the team members to d/l. Your decision team! Just let me know what you want to do! The project is long from dead and I have about 14-15 completed maps on my hard drive. I've also been busy on a small set of deathmatch levels, probably around 4 maps using the gothic textures and z-doom features, utilizing arches, pipes, slopes, mirrors and pits and domed celings. Of course when I get my cable modem back my e-mail address will change but I will let the team know as soon as I know. Let's keep it going and when you have a map finished just send it my way, just stick to the criteria. I heard Andy "lost" his map, sorry man! I don't know what the circumstances were but I hope you'll continue, thanks Andy! VolteFace, if you read this please let me know on the possibility of posting the latest CC Build on the site at a secret URL for the team. Keep it going gang! Cadman - Member TeamTNT
  2. Post your feedback to the maps that have been playtested here on this thread. Thanks everyone! Cadman - Member TeamTNT
  3. Cadman

    Community Chest Project Map Feedback

    This is why I like the idea of testing. We can catch textures that are not supposed to be in there! Note to anyone using textures other than one or two textures that have been approved. Those maps will be returned to you to remove the custom textures. I will also look at the maps to spot any offending textures or maybe even music that has been added. Remember, original Doom2 textures everyone. Cadman - Member TeamTNT
  4. Cadman

    Community Chest Project Map Feedback

    The build file is too big for most of you, VolteFace drop me a line and let's see if we can post this thing on the website under a secret URL. The file is 1.5 megs zipped... Cadman - Member TeamTNT
  5. Cadman

    Community Chest Project Map Feedback

    Okay, I have a beta build ready for testing for the team members. If any of you team members would like it then drop me an e-mail. Cadman - Member TeamTNT
  6. Cadman

    Community Chest Project Map Feedback

    Turn off mouselook and play it as close to the original Doom as possible... Cadman - Member TeamTNT
  7. Cadman

    Community Chest Project Map Feedback

    Allright...I can't figure this out. The website hasn't been updated since October 26th, all e-mails to "VolteFace" have been bounced back to me, no replies and so on. I've received a map without an exit and no deathmatch starts, interesting to say the least. Action plan #1 I'm deleting the map without an exit and no deathmatch starts. This is map 24. "Torn"! I know you're out there man, give me the completed map, not an earlier version. Action plan #2 I'm going to create an error log for each map using the error checker with Deepsea version 11.66. I will then zip it up and send it to the team for review. The authors of those maps can look at the error log for their map and determine if they need to correct any findings or if it was meant to be that way. It's up to the author here. Action plan #3 I will maintain active communication with the team via e-mails and these forums. Seeing as how the webmaster hasn't kept the page updated and has vanished from the face of the earth. Action plan #4 When I merge the maps I have along with the new "status bar" I will let the team know when it's ready. All they have to do is send me an e-mail requesting the combined resources wad and I will be more than happy to send it to them nice and zipped up. Action plan #5 Any testing of the maps should be made with the latest version of PrBoom. Action plan #6 The completed maps are just for members of the team and are not to be distributed to the Doom Community. Any questions then don't hesitate to contact me... fisherh5@bellsouth.net Cadman - Member TeamTNT
  8. Cadman

    Community Chest Project Map Feedback

    Okay, I just received a few maps. Would the author of map 24 (Torn) please resubmit the map there are no exits or deathmatch starts in this map! Maybe you sent me an earlier version, who knows! Also, for those interested, I have the new "status bar" for the project. I will create a new mini-wad with the maps I have so far and also include the new status bar for testing. There you go! Love ya! Mean it! Hahahahahahahahahahahaha! Cadman - Member TeamTNT
  9. Cadman

    Community Chest Project Map Feedback

    The whole thing is based on the use of Original tags, triggers and specials. It was always stated that it should run under Boom/PrBoom. I tell you what...if you need the deep water effect and that only the Doom2.exe supports it all I ask is to make sure that it runs under Boom, if not I will allow this one time of using a Boom Special for a Deep water effect. If it's important to your map, is that okay? I'm not inflexible man, nor am I a dictator about this thing. Let me know...thanks. :) Cadman - Member TeamTNT
  10. Cadman

    Community Chest Project Map Feedback

    Okay, just to clarify one major thing here about the wads. We are using only original Doom2 tags, triggers and specials. I said to design them so it will run on Boom/PrBoom just no Boom/PrBoom special tags. I said Boom/PrBoom so the original bugs and game limitations would not be a problem that way the mappers could make detailed maps and bigger maps. This project is not designed to run under Vanilla Doom. Do not attempt to test these maps under the original Doom2.exe! Does that clarify it for you? :) BTW, I would prefer that Boom/PrBoom is used to test these maps for consistency. You wanna play the maps using ZDoom then that's fine but for testing purposes please use Boom/PrBoom. If you don't have the latest PrBoom then go get it! Thanks everyone! Cadman - Member TeamTNT
  11. I just wanted to keep everyone updated on the project. I've been quiet for a while because I figured people needed some "quiet time" so they can work on their maps. I have 10 maps turned into me as complete. "Railgunner" has officially dropped out of the project and that opened up 2 map slots, but one has already been accounted for and that's map 25. Map 30 is still open, anyone interested? Volteface! Where are you man?? My e-mail's keep getting bounced back to me. Let me know what's going on with the web-page, thanks alot. If anyone out there has their maps completed please send them to me, thanks everyone. The project is moving along quite nicely and my thanks go out to the "Doom Community" for all their support. I'll drop the entire team an e-mail later this evening. Any interests or concerns then don't hesitate to drop me a line. fisherh5@bellsouth.net Cadman - Member TeamTNT
  12. Cadman

    Community Chest Project Status

    I was asked about my part 2 "Evilution" project. Just to clear the air, this is not an official TeamTNT project. This is just something I figured I would do on my own. The original that we did was good but I wanted to do something apart from ID's restrictions on things. Some facts... *These maps will be better detailed. *All skill levels will be implemented. *Will be using the "Evilution" texture set from Final Doom. *ZDoom will be used. *Light scripting will be used, no global scripting. *Will be attempting to utilize every ZDoom editing feature. *Extensive detail in lighting environments. *Deathmatch starts in all levels. *Will be made for single play and coop play. *Texture alignments will be perfect. *Paying strict attention to monster placements and weapon balance. I'm still trying to get organized first on this one, I've already started level 1 and it's coming along great. There you have it...if you have any questions don't hesitate to drop me a line. My intention BTW is to do 10 maps initially and release them and then work on the next 10 and so on. This will include secret levels as well. Thanks everyone! Cadman - Member TeamTNT
  13. Cadman

    Community Chest Project Status

    I'm just nudging the team a little, heh! heh! I know all you guys need time. All I ask is you keep me posted. I'm working on a ZDoom map and it's about 50% done...keep up the good work everyone. BTW, I've started working on my own personal project for "TNT: Evilution Part Deux". This is aside from my TeamTNT stuff... Cadman - Member TeamTNT
  14. Cadman

    Community Chest Project Status

    My concern is that maps aren't being done and that this project will drag on like many others and I refuse to let that happen! I know that no one is getting paid for this but I would really like to get this thing done as soon as we can. If someone feels like they can't contribute like they want to then please let me know...Maps don't have to be fancy, just playable. Some people are fast mappers and some are slower, that's the way it goes man! I know that I could crank out a map in a single evening, it won't be perfect but it'll be done. BTW, Thomas has laid claim to Map 30 guys! He dropped me an immediate e-mail asking for it, sorry! :( Sphagne has this tendency to make me go chase down his maps and I don't do that. When a map is complete send it to me and make sure it's saved to the slot it's for! Nothing against Sphagne, but I don't "pick" maps for this project. You have a map for me? Then send it to me with a text file, end of story. I have enough on my plate with my TeamTNT project in full gear. I'm extensively testing it as we speak and I still have a family I have to pay attention to, my time is limited...whew! Did that come out right? :) Well, gotta go, things to do! Keep in touch everyone! Cadman - Member TeamTNT
  15. I just wanted to bring the Doom Community up to date on the status of the project we have called "Community Chest." So far everything is going good, we have all the map slots accounted for and I'm really seeing some good maps. There are even some people who haven't done any mapping for a couple of years that have joined in with us. The entire team is very excited about this project. It's not just me that's been keeping this project alive, it's everyone on the entire team that has been keeping it going! I have around 10 maps submitted to me so far and the quality is good. I also wanted to say thanks to the "Doom Community" for participating in this, thanks! Cadman - Member TeamTNT
  16. Ten pages on this stuff! Very cool, it's good to see the playtesting going on...keep it going. Any questions please contact me. Cadman - Member TeamTNT
  17. Cadman

    Am I THAT wrong??

    ZDoom and JDoom, what hasn't been said here? When it comes to visual quality I'll take JDoom. I love ZDoom for it's many features and the such. For some people they have stated that JDoom is just "eye candy"...well, how sweet it is brother! When I can run Doom in 1024x768 and 32 bit color, it's breathtaking. I also run the 3-D models as well and it's just great. When I want the pure feel of what Doom is all about then I play PrBoom, it's about as close to the original Doom as you can get and still use higher resolution settings. So, here's the ports I play, PrBoom, ZDoom and jDoom. It depends on how I want to play that day, I leave my options open. Long Live Doom!!! Cadman - Member TeamTNT
  18. Cadman

    Blade TC...

    I was watching the interview with the director of Blade2 and if you remember the 1st part of the movie where Blade is chasing the vampires down that long corridor with all the side doors and passageways, the director stated that he took that design and feel straight from Doom! He said he loved the feel that it gave. Cadman - Member TeamTNT
  19. Sphagne...please, you can change the levels but I need each individual level submitted to me with a text file and then zipped up with the following format...."ccmap**" The ** is the map slot the level is assigned. Please send them to me okay? I'm not gonna go get them in the archives. This goes for everyone on the team. If you have a level for the project that you completed before the project and want to submit it I have no problem with that but it needs to be submitted to me as stated before. If the map is already on the archives that's fine but you still need to get it, zip it up and send it to me with a proper text file okay? Thanks for all the support guys. Officially I have ten maps submitted to me as of this moment. ccmap01 ccmap02 ccmap03 ccmap06 ccmap07 ccmap11 ccmap15 ccmap17 ccmap20 ccmap31 And that's it...:) Cadman - Member TeamTNT
  20. Cadman

    A little pollyobject help please

    Remember to keep your poly areas very straightforward. Keep the area where the poly is pretty squared off, no angled walls and the such. Many times your node builder will really mess up the area around the sectors containing the polyobjects. It usually is important to tell your node builder not to split the area during the build, tell it to ignore the sectors containing the polyobjects. We have found "Zennode" one of the best node builders when it comes to levels containing polyobjects. We were using other node builders with little or no success and then we tried "Zennode". We've eradicated all of our polybleeds, this includes swinging doors, sliding doors and other items. Cadman - Member TeamTNT
  21. Cadman

    Ever Used Or Heard of Edmap...

    I have it on an old CD from "Tricks Of The Doom Gurus" book. I think it's version 1.40 though. Cadman - Member TeamTNT
  22. Cadman

    Perhaps you can help me

    Wow! That's kinda harsh man...Winzip has satisfied my needs without a hitch. You like Power Archiver? Good for you... Cadman - Member TeamTNT
  23. Well maybe I got ESP..."Extra Stupid Perception", who knows? :) Cadman - Member TeamTNT
  24. Not a problem with the graphics. I can merge it all together without a problem. When all the graphics are complete just send them to me and I'll put it all together. After I put it all together I'll zip it all up and release it to the CC Team first so the team can playtest it before I release it to the public. I have also received map06 today from Magikal, so now I have ten maps officially submitted to me. Thanks for the info Ultimate Doomer. Another reminder, save your map for the slot it's intended for please. And please use "CCmap**" for your submissions. The ** stands for your map number. Cadman - Member TeamTNT
  25. Officially I have only received 9 maps. Sphagne has sent me some stuff and he wanted me to pick out the maps to use from a "selection". I don't do that, Sphagne, if you can hear me then send me the maps that you had screen shots for from the original and 2nd website. Remember, this project comes from the "Doom Community" and not from me. I don't pick maps for this project, you as the level designer pick them, design them and submit them to me. Sorry Sphagne, that's why I haven't picked any maps that you've sent me. I appreciate it though, thanks. I don't do that, as long as they meet the criteria of the project then let's have them. Zip each individual map along with a text file, what slot it's designed for and then give them to me. Also, for all of you without names for your maps please submit names to the "The Ultimate Doomer" so he can finish all the graphics. Once I have all the maps I will then combine the levels into the megawad and then I will playtest it and give the megawad to The Ultimate Doomer so he can merge the graphics into the project. He's the graphics man so I leave it up to him. Remember, I'm the coordinator...it's my job to keep this thing going so it doesn't die out, so I'm doing that. I refuse to let this thing die like so many other projects out there! Keep it going everyone! Cadman - Member TeamTNT
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