Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Cadman

Members
  • Content count

    516
  • Joined

  • Last visited

Everything posted by Cadman

  1. Cadman

    Anyone interested?

    Thanks Archvile, I appreciate the note. I've been busy working on TeamTNT's latest project, so I've been busy as well. I just wanted to give other mappers out there a chance to show their stuff along with others. I figured if I kept everything simple such as just the original textures, no new music and the such we could get something going. The possibility is still there and I'm a very patient guy. If you know of anyone that would like to contribute please ask them to contact me, I'm sure you know more people than I do. Again, thanks! Cadman - Member TeamTNT
  2. Cadman

    i'm working on a mod...

    Do you have a text file for your mod to describe it? What is it for? Do you need a source port? Provide a description...I would be more than happy to look at it but give me some information, thanks. Cadman - Member TeamTNT
  3. Cadman

    Anyone interested?

    For all of you that have shown an interest in this project please drop me an e-mail and let me know what you would like to contribute. Just one map, maybe two, maybe an old map left on your hard drive you could spruce up. I would just like to get an idea on where it's going. Thanks everyone! Cadman - Member TeamTNT
  4. Cadman

    Whats the Story?

    Before Final Doom was even known about we were going to release it totally free on the internet. John Romero got wind of it because at the time level editing was very basic and alot of maps showed it, build a room, throw some monsters in add a couple of more sectors and viola...you have a Doom map. ID was working on Quake development and had no time to make another episode for Doom. Romero looked around and saw the project that TeamTNT was working along with Dario and Milo. We had to do some major rework on some maps because ID had it's requirements. Whether we liked it or not they had their own standards which in most cases was different than ours. Do I agree that some of the maps could have been better? Of course they could've, but at the time Final Doom was released they were very good. As time as marched on and mappers got better and the editors got much better we were able to create bigger and more detailed maps. The Doom community's standards got higher and higher. Look at most of the great maps today and it shows. The maps of the "Old School" days were good and top notch at the time but look at the maps today, more detail, texture alignments are much better and gameplay has gotten much better. Look at the maps that ID made for Doom and Doom2 and you'll find texture alignment problems here and there and other numerous types of problems that are generally unacceptable today by our higher standards. Yeah, they could've been better at times but they're very playbable. They have the skill settings in place, they play single player or coop and also deathmatch. You wanna see some bad wads? Look on the CD for the Master Levels and check out some of the maps that ID included on the disk. When we at TeamTNT make a project we like to pay attention to detail, texture alignments, skill settings and the such. We do extensive testing of all our projects to squash the bugs and make it better. There's always a bug or two that slips through but nothing is perfect. We've released single player maps, coop maps and deathmatch style maps, numerous projects abound on our website. We can't please everyone, some people hate our maps...some people it seems just actually hate us, can't figure out why though. I was very excited when I applied for TeamTNT and Ty Halderman actually tested me on my map making ability, he wanted me to make a new map and submit it for further evaluation. After a few exchanges of e-mails I was accepted as a member. I guess he liked what I did, after a while he made me the membership coordinator for the team. I know I just rambled on guys and I apologize for the length. Keep an eye out for our latest project which is now in the testing and punch team phase..."Daedalus: Alien Defense." This a continuation of Icarus. Cadman - Member TeamTNT
  5. Cadman

    Final doom fix

    When Final Doom was released the executable was different than the regular Doom2.exe. We had some issues with a couple of bugs of Final Doom and we asked ID for a fix because legally it's their product and not ours. Go to teamtnt.com website and look under Final Doom where we have some files there and some comments about them. Final Doom is not designed to play under Doom Legacy and ZDoom. There is that possibility that some tags and triggers may not work properly. If I was going to use a source port on it I think PrBoom would probably be better suited, it will give you higher resolutions and keep everything pretty well intact. Cadman - Member TeamTNT
  6. Cadman

    Massive Maps

    TeamTNT, the team did "Evilution" for Final Doom. Dario & Milo did "Plutonia" but were members of TeamTNT at the time. Originally the maps were going to be released free onto the net but Romero got wind of it and wanted to look at the maps and he liked what he saw. We had to modify the maps to meet ID standards and the people involved in the project got a little money for it. Nothing we could buy a Ferrari with though! Heh! Cadman - Member TeamTNT
  7. Cadman

    Actually,

    It's really tough to do projects these days even when you have the resources available. People have real lives (supposedly)...Ask Mordeth about this. He's been working really hard on episode 2 & 3 for quite some time but read his webpage on what's been happening. As a member of TeamTNT we find that it does become difficult to complete something, things happen. There are so many projects out there that have gotten off to a good start but have failed miserably. Take the advice of others, do a few maps yourself and see how it can be very difficult to complete something. There are many people out there that have incomplete maps all over their hard drive. It's not that easy, look at "2002 A Doom Odyssey", that took well over two years to complete and alot of patience. There's alot of good advice here on the thread, listen to it. Cadman - Member TeamTNT
  8. Cadman

    The Essentials..

    Well, let's see... **Momento Mori 1 & 2 **Eternal Doom **Icarus **2002 A Doom Odyssey (For Ultimate Doom) **Mordeth (Episode 1) **The Dwango series of wads for Deathmatch Cadman - Member TeamTNT
  9. Cadman

    Anyone interested?

    Okay a few quick notes... 1. This is for Doom2 2. No new midi's, it's tempting but I would like to keep this as simple as possible with nothing to slow us up. Just make the map the best you can. We don't have to wait for new texture sets, don't have to wait for new music and the such. I have learned over my Dooming years that those things can slow it up and the project tends to drag on for months or even years. I would like to get this out in a reasonable amount of time. 3. I want to use the original Doom2 textures and skies as well. No one has to download anything, you should already have everything you need to make a great map. 4. Someone asked about size, and my recommendation is to keep it under 1 meg unzipped. This gives you the freedom to make the map the way you want it. Most Doom2 maps are usually well under a meg anyway but I have seen many maps that are huge! Remember, we are going to make this a megawad so we don't want to make this too big because people will be d/l this thing and not everyone has a fast connection. 5. We can do this in stages if you like or we can wait for a full 32 maps, up to you. We can get ten maps, merge them and release and do some more and keep adding till we get the full 32 maps. What do you think? We did the last method with "Eternal Doom" and it was actually very successful. Once we get all 32 maps then I can merge them all together and we can release the full megawad. Thoughts? 6. If you want a name then throw around some ideas and let's agree on a name for the project. 7. If you have a theme for your map then use it and stay with it. If you like tech type of maps then by all means, gothic or any other type of theme, you choose it. These are your maps not mine. If you do choose a theme then stick with it please. 8. This project is just a gathering of great mappers out there to showcase their stuff to everyone with individual maps in a megawad. Thanks everyone! Cadman - Member TeamTNT
  10. Cadman

    Will Deep ever be freeware?

    Well, this thread has been very interesting to say the least. I personally use Deepsea, but I've also used Doomcad, DETH and ZETH as well in my "illustrious" career as a level designer...heh! I'm just conforatable with it, that's all. Everything I ever want to do is included in one package, that's enough for me. I'm sure all the other editors and utilities are good as well but it's just a matter of personal preference. Cadman - Member TeamTNT
  11. Cadman

    Anyone interested?

    You're absolutely right, I said Boom because I just want to have you the community the ability to get as detailed as you like without the original Doom limits and bugs. Also Boom will allow you to at least play these maps with a higher resolution, it will look much better to the eyes. I would like your maps to use all the original types of tags and triggers of Doom2. No Boom triggers and specials please, just make it for some good old Doom play. Thanks so much for the response everyone. Again, remember... 1. These are your maps, not mine, you get all the credit. 2. No new textures or music please. 3. I will not run any error checkers or look for bugs in your maps. You design them, build them with a node builder and a good reject builder. Show the Doom community what you can do. 4. I will just assign them a slot and merge them together. 5. I will make the appropriate text file to give everyone and everything credit for this project. Thanks again everyone, can't wait to see your maps! Remember, you can contact me at regular e-mail and also submit your completed maps through the same. Remember to zip up your maps before you send them to me. If you have maps on your hard drive that you haven't released and want them a part of this project just make sure... **They are single play, coop play and have deathmatch starts. **They are designed with all the skill levels utilized **Just make them as bug free as possible as noted before. ______________________ fisherh5@bellsouth.net Cadman - Member TeamTNT
  12. Cadman

    Will Deep ever be freeware?

    Well, this sure has been an interesting thread...I started with Doomcad way back when, then DETH and then on to Deepsea. Is it a good editor? Of course it is, was DETH and Doomcad good editors, for me they were at the time. I was just looking for an editor that combined a little of everything in one package. I still consider DETH a good editor because of what I was able to do with it but I now like the packaging of Deepsea. I can do everything all the other utilities do without ever leaving the editor. Most of it is just point and click and off I go. Do I have anything against the other editors? Not at all, it's just that Deepsea fulfills my needs as a level editor in the Doom world. What about the price for the editor? Hey, keep the code strong, squash the bugs, support the source ports and I'm happy. I'm more than willing to pay the price for a good and quality product. To me, it's more a matter of personal choice than anything. If WadAuthor or Doomcad or DETH or EdMap or whatever editor you use will give me a good bug free level or megawad that I can play then more power to you, I'll play it. Crappy levels I throw out the window. With all the info and advice out there on how to build levels and how not to build them you think we would have a wide variety of good maps to play from, but that's not the case. Check the "newstuff chronicles" and you'll see what I mean. There are a few good ones out there that's for sure, but not alot. You just make the editor work, give me a good map and I'm there to play it. Cadman - Member TeamTNT
  13. Cadman

    Massive Maps

    Testing is going good...but we still have numerous issues to address. No, you won't need a super-duper machine to run it. We want to make sure that just about anybody can play it, that's part of the testing. Gotta check skill levels, scripting, texture alignments and the balance of weapons, ammo, health and artifacts. We want to make sure you guys get a good playing experience and not some buggy megawad that crashes everytime you load it. Cadman - Member TeamTNT
  14. Cadman

    Massive Maps

    Somebody asked me what TeamTNT is up to? Okay, at the present time we are in the testing phase of "Daedalus: Alien Defense". The maps are basically completed and right now we are tweaking it. There are some scripting issues and architectural things that we need to correct before release. We are trying to squash all the bugs through a extensive testing run. We don't want to release a buggy product to all of you out there. A while back we released a very beta of Hub 1 of the project just so you could see what we were up to, we know it was very buggy but the community was asking what was up and we gave them a taste of it. Here are some quick notes... 1. It will use ZDoom 2. It is designed for single play 3. All new textures 4. Hub format...ala Hexen. You'll be able to go back and forth between levels within the hub. 5. This is a continuation of "Icarus" 6. Scripted events/e.g. Switches on one level can affect another level. For further information check out our website: teamtnt.com Cadman - Member TeanTNT
  15. Cadman

    What editor do you use?

    Deepsea is the editor of choice for me, hands down! It has support for the source ports out there. Windows interface is very nice, just point and click. Three button mouse support along with wheel support to scroll through the editing modes. The main thing is that's it's constantly being updated to keep up with the happenings in the doom editing community. I can build and test my map without ever leaving the editor. For those that say it's a tough editor just remember most editors you started with are tough to learn then they become second nature as you play with them. BTW, the shareware version is limited in the size of the map you can build. I started out with the following utilities before going to Deepsea... Doomcad 6.1 DETH ZETH (for my Zdoom editing) My node builder through all that was Zennode version 0.98a. Later versions were very buggy except for the latest version. (1.1.0) I use DeepBSP along with version 1.1.0 of Zennode at this time. Cadman - Member TeamTNT
  16. Cadman

    Massive Maps

    I use Deepsea for all my editing purposes and after I've made changes to my map I run the error checker and also check for unused sectors and linedefs and delete them. Your node builder has alot to do with it. I normally use DeepBSP using type 3 nodes and a split option of 32, it builds a very good BSP tree at this setting. As my map gets larger I switch to type 1 nodes with a split factor of 8 for speed. For the final node build I switch back to type 3 nodes and a split factor of 32. The problem comes when you use polyobjects in your level...ala ZDoom/Hexen type of format. Most node builders have a problem recognizing the polys so you have to manually tell it to ignore the area around the polys. If you don't do this the node builder will split the area around the polyobjects and you'll get some nasty polybleeds! If I create a map and use polyobjects I use the latest version of Zennode, it's one of the best node builders out there and it's free. My maps become free of polybleeds as long as I've designed the area enclosing the polyobjects squared off...angled sectors are bad for polyobjects. Cadman - Member TeamTNT
  17. Cadman

    no need for deepsea

    Yep, I ordered Deepsea and it is the best editor out there hands down, Jack has been very supportive. I had no problems getting it. I also ordered it using the paypal system at the SBSoftware site. I got my registration key a couple of days later. I just d/l the shareware first and then Jack sends you the "key" to give you the full registered version. Cadman Member - TeamTNT
  18. Cadman

    Final Doom: Divide by Zero error

    If you want to play these maps the way they were intended to be played then use the latest version of PrBoom. And you can still get high resolutions. According to Florian avoid using 800x600 resolution on PrBoom and go to the next resolution setting down. He says it has a bug at that resolution and he hasn't resolved it yet. Cadman Member - TeamTNT
  19. Cadman

    playing Eternal Doom with Legacy

    Eternal of course was designed at the time before GL modes for Doom became available. If you use a source port look at PrBoom. Eternal was not designed for the mouse look option and of course not jumping. PrBoom will still give you high-resolution that people desire nowadays. ZDoom and Legacy are great ports but PrBoom will stay to what Eternal was designed for. A new version of PrBoom is available as noted on DoomWorld. A good friend of mine likes to hook up a network and we set up through PrBoom. Plays like a charm... Cadman Member - TeamTNT
×