GhostPlayer Posted February 16, 2020 (edited) 12 minutes ago, Walter confetti said: If possible, i'd like to have a icon of sin battle here... otherwise it will be used as a normal map... I now modify it. I edit it for the icon of sin :D @Walter confetti I thought the icon of sin, you would put it to the last level Edited February 16, 2020 by GhostPlayer Edit 0 Quote Share this post Link to post
GhostPlayer Posted February 16, 2020 (edited) @Walter confetti I already modified the map. The difficulty went up. Link: http://www.mediafire.com/file/ivbczxtlvqzym9u/ThrougHell_IconOfSin_.wad/file Edited February 16, 2020 by GhostPlayer Change pic 0 Quote Share this post Link to post
Horus Posted February 16, 2020 (edited) @BloodnBrain sure enough your map doesn't work with Crispy doom. The following linedefs are causing an issue and don't trigger on Crispy doom, this is because they have actions 219 and 221 which is only present in Boom format, not Doom format. Change action 221 to 23, and action 219 to 37, and it becomes completable. There are a few other changes I recommend: - Your DOORTRAK linedefs need to be set to lower unpegged - You use switch textures on linedefs that aren't switches, these should be changed - The chaingunner start is pretty grindy - Also consider changing your existing action 38 linedefs to action 37 (difference is the texture changes to blend in with the environment, instead of having two different flats at the same height) Edited February 16, 2020 by Horus 3 Quote Share this post Link to post
NeedHealth Posted February 17, 2020 (edited) @Walter confetti Name: Embassy Format: Limit removing Music:Faithless.mid By Crunchynut44 . It is included in a seperate wad due to file size limit. Difficulty settings: Could probably be done better. It's there Multiplayer: No. e1 - old link. Edited February 17, 2020 by NeedHealth 4 Quote Share this post Link to post
Walter confetti Posted February 17, 2020 Looks cool! Adding it to the OP list... 0 Quote Share this post Link to post
BloodnBrain Posted February 17, 2020 (edited) @Horus Who you think you are? *throwing something on the ground* .... thanks for the help! :) I changed some of the linedefs and now it works with Crispy DooM too! But not sure what you mean with the "not switches", the skulls? Yes the start is heavy but you are one hell of a marine so they keep a eye on you. + it is only a suprise the first time.@Walter confetti Will update the file later this day. Edited February 17, 2020 by BloodnBrain 3 Quote Share this post Link to post
Horus Posted February 17, 2020 (edited) @BloodnBrain I am referring to this one. There's one the other side too that technically does something but it's a bit pointless because there's already another trigger for it earlier in the map And I don't mean that the start is particularly hard, just that it takes a long time to kill 4 chaingunners with just the pistol. EDIT: Sorry, I meant the shotgun. Still grindy Edited February 17, 2020 by Horus 2 Quote Share this post Link to post
BloodnBrain Posted February 17, 2020 @Horus Ah okay, i understand. The idea is that all this rooms build the same and because this one is damaged i let the switches to show it better. You can use the shotgun for the chaingunners, i never thought about the pistol.I have to think about it, thanks again! :) 0 Quote Share this post Link to post
Super Mighty G Posted February 17, 2020 So I whipped something up for this over the weekend. Format: Vanilla, tested with Chocolate Doom Map slot: MAP03 Preferred track: D_COUNTD Approximate size: 64kb True size: 63.4kb Revenant count: 0 SMG_64kb.rar 8 Quote Share this post Link to post
NeedHealth Posted February 17, 2020 (edited) @Walter confetti Updated my episode 1 map embassy new link, https://www.dropbox.com/s/kg4t6tdxquudzv2/Bnh_embassy.7z?dl=0 e1 - please tell me if this link works. Edited February 17, 2020 by NeedHealth 1 Quote Share this post Link to post
Walter confetti Posted February 18, 2020 (edited) Link works perfectly for me... Added to the OP map list A question: why there's the texture pack in the zip? Edited February 18, 2020 by Walter confetti 0 Quote Share this post Link to post
NeedHealth Posted February 19, 2020 11 hours ago, Walter confetti said: Link works perfectly for me... Added to the OP map list A question: why there's the texture pack in the zip? If it isn't okay to include the texture pack I can remove it. It is just a habit of mine. The new textures won't load otherwise, at least for me, by just dragging the map wad and the music wad to prboom.exe. Even if the texture wad is in the same folder as prboom. So the maps will be glitched and I have never giving it a second thought over the years. For convenience when this happens I just put the texture wad in the same folder as the map wad. 1 Quote Share this post Link to post
M00DER Posted February 19, 2020 Hello can I still submit a map? It's already complete and under 64kb. 0 Quote Share this post Link to post
M00DER Posted February 19, 2020 (edited) (Reuploaded with corrections) Barrens.zip A screenshot -tested with zandronum -no difficulty changes -no texture pack used It says 63.7kb on my end. Here's hoping it's decent enough since it's my first wad ever submitted. If anyone has criticism/feedback to give, by all means do, I want to learn. I wanted to make a huge area in a 64kb wad but I ended up modifying a lot of the initial stuff. As a result it looks pretty empty in some places (even for a map named "barrens"). Not a lot of details either. I'm mainly affraid that doom veterans won't find this map very challenging. I tested it with Zandronum on hurt me plenty. If there's any technical problem let me know too! Hope this covers everything. Edited February 20, 2020 by M00DER modified wad, had to reupload the new one 6 Quote Share this post Link to post
fveitsi_ Posted February 19, 2020 I just liked the idea of this 64kb file size limit, so I made my own map. Is there any slots left? 1 Quote Share this post Link to post
Walter confetti Posted February 19, 2020 Yeah, sure! There's quite some space for a new map, go ahead! 0 Quote Share this post Link to post
Aurelius Posted February 19, 2020 @Walter confetti I'm almost done with a somewhat gimmicky map that relies quite heavily on a pistol start. Would there be a slot open right after an episode switch / death exit map? It's not fully tyson at the moment, but if you'd prefer one like that then I'm sure I can oblige. 1 Quote Share this post Link to post
Walter confetti Posted February 19, 2020 (edited) Sure! There's both open MAP12 and MAP21... Edited February 19, 2020 by Walter confetti 0 Quote Share this post Link to post
Horus Posted February 19, 2020 @M00DER despite you only testing it on Zandronum, it actually works on Crispy Doom too, so that's good Some comments: - The doors at the start lower to the floor rather than raise to the ceiling, which is kinda odd - You have a rocket and a stimpack that float in the air, moving their positions slightly further away from the edges should fix that - You can SR40 straight to the red key area from the starting area, hence skipping half the map, widening the blood river will fix that - The main area is a bit plain but at the same time with only 0.3KB there's not much you can do about it - things (e.g. trees and the like) contain very little memory so maybe add some more of those 3 Quote Share this post Link to post
M00DER Posted February 20, 2020 (edited) Thanks Horus for testing and giving feeback. 11 hours ago, Horus said: - You can SR40 straight to the red key area from the starting area, hence skipping half the map, widening the blood river will fix that Dammit, I thought I made sure it was wide enough to avoid that. The doors lowering is completely intentional. I find it refreshing to change the way they are supposed to open. Although from a purist level design stance, I know this isn't right. I will fix the rest right away. edit: On a different note, I tested Super Mighty G and Walter Confetti wads. They are awesome, everything is fluid, I didn't get lost, the traps are well set and the monsters are placed where it hurts the most. I might work on something else in the same vein. The huge area design was not a very good idea in retrospect. I have a question though, why does it seem that everyone is editing with gzDoom builder. I'm working with Doom Editor and I haven't seen a lot of posters using it. Any reason why? Should I switch to gzDoom like the cool kids? Edited February 20, 2020 by M00DER typos and addendum 0 Quote Share this post Link to post
fveitsi_ Posted February 20, 2020 Author: Fveitsi Name: Small Sacrifices Format: Vanilla Difficulty settings: Yes (Normal + Hard) Slot: Map01 Music: Sanctuary.mid Other files required: 64ktexpack.wad Download: small_s.rar 4 Quote Share this post Link to post
riderr3 Posted February 20, 2020 @Walter confetti ok, it didn't take too long. The map is located on slot 17; if necessary, it can be moved to another slot of second episode. Quote "Concretestein" by riderr3 For 64KB challenge project Advanced engine needed: Limit-Removing Music: Wolf3D - Suspense Other files required: texture pack provided at the project thread Map: MAP17 Single Player: Designed for Cooperative: Yes Deathmatch: Yes Difficulty Settings: Yes Build Time: 5 days Editor(s) used: GZDoomBuilder-bugfix, SLADE3, WadSpy Tested With: PrBoom-Plus 2.5.1.4 (complevel 2) Description: When you entered Concretestein, the blueprints revealed the entrance to the dream realm. New things are revealed that show the world outside of Concretestein and how it is not really like it seems. Secrets are revealed, maps are constructed, aliens who were once humans become real. Help a son who would do anything for his father's name, defeat strange beings. Download link: http://www.mediafire.com/file/0vmasr8zr5drkdc/constein.zip/file Screenshots: 5 Quote Share this post Link to post
Walter confetti Posted February 20, 2020 The new maps looks pretty interesting! I especially enjoy that living room place in riderr3 screenshot. Addedto the map list in OP! 1 Quote Share this post Link to post
Aurelius Posted February 20, 2020 (edited) Out of curiosity, could a solid black texture and flat be added to the resources? I'm using my own, but the flat itself takes 4 KB so it's kind of a waste. Adding them would probably prove handy for other mappers as well, but If you'd rather just keep the resource as it, it's all good. I will be looking for a workaround anyway. Edited February 20, 2020 by Aurelius 1 Quote Share this post Link to post
BloodnBrain Posted February 20, 2020 - Sacred Ground Map Update - Works with GZDooM, PRBooM and Crispy DooM! Difficulty: UV No extra wad needed! Download: https://tinyurl.com/wrvqfxb -- Thanks for the help i get from you! It helps working on my bigger map a lot! :) - Crispy DooM - 1 Quote Share this post Link to post
Walter confetti Posted February 20, 2020 (edited) 4 hours ago, Aurelius said: Out of curiosity, could a solid black texture and flat be added to the resources? I'm using my own, but the flat itself takes 4 KB so it's kind of a waste. Adding them would probably prove handy for other mappers as well, but If you'd rather just keep the resource as it, it's all good. I will be looking for a workaround anyway. That's a good idea... I'll add it next time EDIT: texture pack are been upgraded with a pitch black wall and flat for your void usage, also added textures from Joe-Ilya's mushroom kingdom map... link is the same in OP: http://www.mediafire.com/file/turw1mqx21wzdko/64ktexpack.wad/file Edited February 20, 2020 by Walter confetti 2 Quote Share this post Link to post
Aurelius Posted February 21, 2020 (edited) "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss, the abyss also gazes into you." Seriously though, watch out for the void. Map name: Vindictive Vermilion (or just "Vermilion" for automaps with limited vocabulary) Map slot: 21 Difficulty settings: - UV for a good challenge - HMP for a little bit of extra protection (equal monster composition) - HNTR for casual players 63.88 KB (according to SLADE) Limit-removing Gimmicky (heavily reliant on pistol start) MIDI is A Warm Place by Nine Inch Nails (which takes up a quarter of the file size, suck my vanity) Uses the latest iteration of the texture resource pack! Huge shoutout to @zokum and his nodebuilder for making this map possible! 64KB_vermilion_v2.zip Edited March 31, 2020 by Aurelius Made an edit to the UV difficulty (Bdubzzz thought it was too easy). 9 Quote Share this post Link to post
Walter confetti Posted February 21, 2020 (edited) All right, last evening i've extracted the wav files from ScypeK map and see if their can be turned into doom audio, but the wav files as are in the wad they can't be converted due to the fact that only 8-bit PCM can be easily converted into doom audio from wav file, so I'm looking for a way to find a program to convert it... Find some program online and used audacity, but it doesn't look to work, I have to check it better Also added Aurelius map to the OP list, I like to see what you did with that void sections and the map looks promising... Edited February 21, 2020 by Walter confetti 0 Quote Share this post Link to post
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