=========================================================================== Advanced engine needed : Multiplayer ports (Odamex, ZDaemon, & Zandronum) Primary purpose : Competitive and casual Capture The Flag =========================================================================== Title : Smart CTF 2 Filename : smartctf.zip Completion date : 07/02/2021 Release date : 11/24/2021 Author : Luis Armacanqui (aka "Chain" / "Chaindude") Original music : James Paddock and Stuart Rynn Original logo/art : Rabotik Artwork Guest maps : Ru5tK1ng (MAP16), HumanBones (MAP02 layout idea) Other files by author : Lazarus DM and an unfinished Smart CTF from 2011 Misc. author info : This is my first "official" and complete WAD release. No perpetual beta versions like most of my previous work--this one's for real, baby. Contact info : [redacted] - I also go by "(DX) Chain" on WDL, ZDaemon, MDF, USDQC, ZCA, and Odamex discords Description : 16 CTF maps for competitive and casual/fun play Special thanks to : Ralphis, KBlair, Flambeau, Lil'Ruff, and Denzoa for hosting servers and events with SmartCTF. GhostKiller, Caution, Hardyween, Nautilus, JCD/ZeroDev, Oxyde, Majik, Infer, Rosk1ng, and everyone else that helped playtest and offer useful feedback and critique! Big thanks to RottKing for giving me permission to tinker around with his RottVox sounds so that SmartCTF could have its own announcer. The WDL, Vengeance, and DML leagues for showcasing and choosing several maps in their seasons. =========================================================================== * What is included * New levels : 16 Sounds : Yes (key CTF announcer sounds in smartctf-vox1) Music : Yes Graphics : Yes, including a F1 help screen maplist by Chain Dehacked/BEX Patch : No Demos : No Other : No Other files required : DOOM2.WAD; smartctf-vox1.wad (recommended) * Play Information * Game : Doom 2 Map # : 1-16 Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : Technically possible, but not designed for it. Other game styles : Intended for Capture The Flag in 3v3, although it has also worked surprisingly well in 8v8. Many smaller maps also work great in Odamex's new Attack & Defend game mode. Difficulty Settings : Not in terms of items/placement, but some maps can be played straight while others have an added layer of complexity. Once the individual qualities of each map are learned, it's a lot easier to make reads and predictions on both offense and defense. * Construction * Base : New from scratch Build time : 1 year Editor(s) used : GZDoom Builder, SLADE3, and Adobe Photoshop Indended settings : Jumping and freelook enabled; fast weapon pickup enabled; 2-way wallruning enabled; silent BFG enabled; plasma bump enabled on Zandronum (for proper wall running); and no air control or acceleration enabled. For both announcer types to work as intended on Odamex, disable "Game SFX" on your Options/Sound Options menu. Optional settings : Enabling teleporting projectiles (ZDaemon) adds a cool new layer of strategy and prediction. Known bugs (Odamex) : At the time of publication, all waggle effects are not functional on Odamex. Rotation of ceiling and floor textures only works on "flat" surfaces. Sloped ceilings/floors with texture rotation will not display properly. Thunder effects on MAP09 (sound + animated sky) do not work. Sky scrolling on MAP13's secondary sky is not functional. Net desyncs can cause perpetual sector sounds on maps with fast/insta lifts and doors. My recommendation is to disable "sector effect" prediction on the Odamex network settings to mitigate some of these quirks (as of Odamex v0.9.3). Known bugs (ZDaemon) : At the time of publication, all of the effects and design choices work as intended. The only exception is a slight de-sync on sloped structures that float/waggle (like those in MAP14 and MAP15) while in online mode. Otherwise, all other other sector specials work well online without any de-syncs. Though exactly a bug, but if you want to see the console background, you must enable the function: conbgdshaded 0 Known bugs (Zandronum) : At the time of publication, all of the effects and design choices work as intended. The only exception is the small 3D floor trick on MAP14, which only shows up properly in software mode. This effect is gone when playing with OpenGL rendering enabled. Otherwise, the waggle effects and other sector specials work perfectly online without any de-syncs. Known bugs (all ports) : The maps were designed with software rendering in mind, so a handful of "signature" maps may cause performance issues or slowdowns depending on your game resolution. ZDaemon and Zandronum perform the best at up to 1080p resolution (greater if using OpenGL on the latter port). On Odamex, I recommend using a lower resolution than 1080p. * Copyright / Permissions * This is Doom, so everyone uses everyone else's stuff. I just please ask to not rip the original music tracks (which were commissioned and made specifically for this project) for other projects or WAD/PK3s. I made my own texture recolors and a few custom textures as well, so just provide credit if the materials proved helpful in your projects :-) If using any content/maps from this project on a compilation or CTF league, please retain all of the characteristics from the original release (this also includes music and logos). If you would like to have alternate versions of maps (with less detail in out-of-bounds areas, for example), I'd be happy to work on a modified version to suit your needs. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Or you can just join a server with the WAD, and your port of choice should automatically download it.