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The 64 KB challenge (2 megawads completed and on Idgames!)


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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 by GhostPlayer
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@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.

 

444256881_sacredground_prboomat2020_02.1618-35-47.690R3067.jpg.78822c5a2f05b7634fded3d4a5feff77.jpg

805630019_sacredground_prboomat2020_02.1618-39-51.514R3067.jpg.2d5f5b04b5ada634347de37ebd872649.jpg

 

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 by Horus

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@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.

nh_embassy01.png

Edited by NeedHealth

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@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 by BloodnBrain

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@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 map1647054746_sacredground_prboomat2020_02.1712-53-57.696R3067.jpg.e66919c3effbe5b07cfd3ee0581ff6b9.jpg

 

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 by Horus

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@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! :)

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Link works perfectly for me... Added to the OP map list

A question: why there's the texture pack in the zip?

Edited by Walter confetti

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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.

 

 

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(Reuploaded with corrections)

Barrens.zip

 

 

A screenshot

Screenshot_Doom_20200219_112151.png.52a8587105542a26f20a61f007a7820a.png

 

-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 by M00DER
modified wad, had to reupload the new one

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@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.

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@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

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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 by M00DER
typos and addendum

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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

 

Screenshot_Doom_20200219_192007.png.cf0e1b9cc4725e2e41f9cc43394883ef.png

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@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:

esQxNGf.jpg

 

Rsfrtwl.png

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The new maps looks pretty interesting! I especially enjoy that living room place in riderr3 screenshot.

Addedto the map list in OP!

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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 by Aurelius

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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 by Walter confetti

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"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.

 

vermilion2.png.70b56f9df6a3fec69300c6017592fa38.png


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 by Aurelius
Made an edit to the UV difficulty (Bdubzzz thought it was too easy).

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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 by Walter confetti

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