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Advanced engine needed : Multiplayer ports (Odamex, ZDaemon, & Zandronum)
Primary purpose : Competitive and casual Capture The Flag
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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.
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* 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.