Now out - the full TempoClasm DOM map pack, including DOM-TempoClasm-v201 and DOM-DreamLand!
DOM-TempoClasm-v201
UT DOM for 8-24 players. A redux of DOM-TempoClasm, first released in 2005.
Something has gone seriously wrong with the space-time continuum! Slide confusingly from one timezone to another as you seek to dominate the five control points. You'll find yourself fighting in...
The back streets of Victorian London...
A remote and desolate railway station in the 1940s...
An ugly, derelict London Underground station circa the 1960s...
And an Italian piazza in the present day, now with a working church clock...
DOM-DreamLand
UT DOM for 8-32 players.
DOM-TempoClasm was a large, five-point DOM map consisting of four diverse locations linked in physically impossible ways. DOM-DreamLand follows the same template, but where DOM-TempoClasm was attempting to ape "real" locations, the setting of DOM-DreamLand is very definitely "unreal".
Fight in:
A jungle bay...
A dirtied-down, gas lit version of TempoClasm's Down Street Station (don't worry about the logic of this, it's meant to be a dream land!)...
A magical manor garden...
...and a grand hotel and ballroom.
Enjoy - your thoughts and gameplay experiences welcomed!
http://www.gamefront.com/files/22267748 ... p-Pack.zip
[released] [ut] TempoClasm DOM Map Pack released
- Hellscrag
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Subject: [released] [ut] TempoClasm DOM Map Pack released
Post Posted: 16 Aug 2010, 23:15
Last edited by Hellscrag on 20 Sep 2012, 23:05, edited 6 times in total.
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- Legendslayer222
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 23 Aug 2010, 15:18
I had a test match yesterday just to observe the changes. Well done.
I found the Redeemer.
I found the Redeemer.
- WhirlWindWabbit
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 23 Aug 2010, 15:22
Looks promising. I really like the concetp! Downloading now. I'm not really a tournament player-type, so I'll be more of a visuals critique than anything else.
I still love the concept though I wonder how you connected the different locations.
I still love the concept though I wonder how you connected the different locations.
"Sir, we're surrounded!"
"Good, we can attack in any direction."
"Good, we can attack in any direction."
- Hellscrag
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 23 Aug 2010, 18:00
I'm sure I could have done a better job of connecting the locations... this map was originally built five years ago and was put together in a bit of a rush. The new version focuses more on improving connectivity than improving the theme.
I hope you like it, though!
I hope you like it, though!
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- Legendslayer222
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 23 Aug 2010, 18:02
Now get back to Dreamland.
- Hellscrag
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 23 Aug 2010, 18:03
Legendslayer222 wrote:Now get back to Dreamland.
Sorry LS222, I can't do that, for reasons outlined in the WIP thread. I can't afford to give it the time it needs.
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- Hellscrag
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 31 Aug 2012, 00:14
I thought I'd give this thread a BUMP to confirm that work is officially back underway on DOM-DreamLand (a.k.a. TempoClasm][) and I intend to finish it. Consider it a parting gift from a washed-up former mapper!
Like DOM-TempoClasm, DOM-DreamLand is a large five-point Domination map consisting of several different locations, improbably connected. But where the emphasis in TempoClasm was on aping real locations, the emphasis in this map is on the unreal (no pun intended!). I'm also trying to make the map better connected, with less long runs between control points, than TempoClasm, for more exciting and dynamic gameplay.
No pics for the moment, but here's the latest:
The build (including lighting and sound) is sufficiently far advanced to include four of the control points, but I am still detailing the area around the fourth. The fifth will be attached to the same area as the fourth, and so won't take too long to complete. However, gameplay aspects such as weapon placement are currently largely unplanned and completely untested.
Once the map is finished, it will be released in a "TempoClasm map pack" with its predecessor. Both maps use some of TempoClasm's supporting code, textures and sounds, so it made sense to do this - plus, I never distributed the enhanced DOM-TempoClasm-v2 through any sites other than this one. I haven't checked to see whether anybody else has.
I'm afraid the file download will be rather large, due to the imported music/sound used in both maps!
Like DOM-TempoClasm, DOM-DreamLand is a large five-point Domination map consisting of several different locations, improbably connected. But where the emphasis in TempoClasm was on aping real locations, the emphasis in this map is on the unreal (no pun intended!). I'm also trying to make the map better connected, with less long runs between control points, than TempoClasm, for more exciting and dynamic gameplay.
No pics for the moment, but here's the latest:
The build (including lighting and sound) is sufficiently far advanced to include four of the control points, but I am still detailing the area around the fourth. The fifth will be attached to the same area as the fourth, and so won't take too long to complete. However, gameplay aspects such as weapon placement are currently largely unplanned and completely untested.
Once the map is finished, it will be released in a "TempoClasm map pack" with its predecessor. Both maps use some of TempoClasm's supporting code, textures and sounds, so it made sense to do this - plus, I never distributed the enhanced DOM-TempoClasm-v2 through any sites other than this one. I haven't checked to see whether anybody else has.
I'm afraid the file download will be rather large, due to the imported music/sound used in both maps!
Life is what you make of it.
- Buff Skeleton
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 31 Aug 2012, 00:55
Awesome! What a nice surprise.
If you're using custom music and you did the old .wav -> .uax or .umx thing, you really should just use RMusicPlayer, bundle it with the map, and use .mp3 or .ogg music instead. Way better quality and filesize, and I'm pretty sure RMusicPlayer works fine in MP maps too.
If you're using custom music and you did the old .wav -> .uax or .umx thing, you really should just use RMusicPlayer, bundle it with the map, and use .mp3 or .ogg music instead. Way better quality and filesize, and I'm pretty sure RMusicPlayer works fine in MP maps too.
- Hellscrag
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 31 Aug 2012, 07:33
Thanks Waff, but I'm actually using it as ambient sounds - hence 8 bit mono wavs imported into oversized uax files!
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- SteadZ
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 31 Aug 2012, 07:42
Good to see you back Scrag! This map looks great and I can't wait to see DOM-Dreamland...
- evilgrins
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- Hellscrag
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 31 Aug 2012, 22:15
Captain Clark wrote:Good to see you back Scrag! This map looks great and I can't wait to see DOM-Dreamland...
Thanks! TempoClasm looks better than it plays, but I still quite like it. I'm hoping that DreamLand will offer more on the gameplay front, though.
Life is what you make of it.
- Hellscrag
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 31 Aug 2012, 22:41
A few screenshots of DOM-DreamLand:
[spoiler]I'm using a couple of former BFNP textures for the terrain, to help give the map a fresh look. This was something that the BFNP texture artist, McFarrel, agreed to me doing some years ago now (I was considering a small SP project at the time).
I'm aware of the slight texture misalignments in the terrain. I may seek to tidy it up a bit before release, depending on how perfectionist I'm feeling!
One of the control points (I don't want to give too much away).
A dirtied-down, gas lit version of TempoClasm's Down Street Station (don't worry about the logic of this, it's meant to be a dream land!).
A garden (the hedges are crude, but there are lots of them, so you'll just have to use your imagination!).
I call this place the "hotel". This is the area I'm currently working on.
A generic linking area, featuring one of my custom lantern meshes. This tunnel is actually a WarpZone.[/spoiler]
[spoiler]I'm using a couple of former BFNP textures for the terrain, to help give the map a fresh look. This was something that the BFNP texture artist, McFarrel, agreed to me doing some years ago now (I was considering a small SP project at the time).
I'm aware of the slight texture misalignments in the terrain. I may seek to tidy it up a bit before release, depending on how perfectionist I'm feeling!
One of the control points (I don't want to give too much away).
A dirtied-down, gas lit version of TempoClasm's Down Street Station (don't worry about the logic of this, it's meant to be a dream land!).
A garden (the hedges are crude, but there are lots of them, so you'll just have to use your imagination!).
I call this place the "hotel". This is the area I'm currently working on.
A generic linking area, featuring one of my custom lantern meshes. This tunnel is actually a WarpZone.[/spoiler]
Life is what you make of it.
- UnrealGecko
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 01 Sep 2012, 06:56
Looks amazing! Can't wait to try it
BTW, hi everyone, I'm new here. Eh... Could someone point me where could I introduce myself, please? I'm kinda lost .
BTW, hi everyone, I'm new here. Eh... Could someone point me where could I introduce myself, please? I'm kinda lost .
Deep cover GEcko!
My work for UT99: Counter-Strike VP, DM-XC-NaliTreeV2 (from the ut99.org Xmas Contest mappack)
My work for UT99: Counter-Strike VP, DM-XC-NaliTreeV2 (from the ut99.org Xmas Contest mappack)
- SteadZ
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Subject: Re: DOM-TempoClasm v2.00 released
Post Posted: 01 Sep 2012, 08:48
It would probably be best to introduce yourself in the "Off Topic" Forum. Just start a new thread.
BTW: Welcome to UnrealSP!
[EDIT]: Oh, and Hellscrag, I just love those screenshots (couldn't resist it I had to look ) I'm definately downloading this when it's completely done...
BTW: Welcome to UnrealSP!
[EDIT]: Oh, and Hellscrag, I just love those screenshots (couldn't resist it I had to look ) I'm definately downloading this when it's completely done...
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