Danz Posted February 21, 2020 2 hours ago, Walter confetti said: 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... There's the Doomsnd program made by MTrop that converts wav files to snd fairly easily. It should probably work with no problems. https://www.doomworld.com/forum/post/1149456 3 Quote Share this post Link to post
Walter confetti Posted February 21, 2020 Thanks danz, downloading it now 0 Quote Share this post Link to post
Arbys550 Posted February 21, 2020 Is the vanilla megawad going to be compiled and released before the limit-removing, or are you waiting for the limit-removing to be finished first? I think I'm gonna do a quick limit removing to help fill in the roster. 0 Quote Share this post Link to post
Walter confetti Posted February 21, 2020 51 minutes ago, Arbys550 said: Is the vanilla megawad going to be compiled and released before the limit-removing, or are you waiting for the limit-removing to be finished first? Actually the vanilla megawad is finished, just needs to add title lumps to the maps.... 53 minutes ago, Arbys550 said: I think I'm gonna do a quick limit removing to help fill in the roster. Go ahead! 1 Quote Share this post Link to post
Pegleg Posted February 22, 2020 EPISODE TWO MAP15: Invasion at TEKGREN Inc. - D1m3 MAP20: Embers - NeedHealth Mulambo - Nine Inch Heels Concretestein - riderr3 EPISODE THREE Xvertigox map (WIP) Marmalade man - Arbys550 Scotty map (MAP26) pegleg map (WIP) Demonic Dusk - DukeOfDoom Transfer - NeedHealth MAP30: Trough Hell - GhostPlayer smg_64kb - Super Mighty G Sacred Ground - BloodnBrain MAP21: Vindictive vermilion - Aurelius I think my map will fit in well in either Episodes 2 or 3, so if there are other maps that would fit in better with Episode 3 than 2, my map doesn't have to be in Episode 3. I wanted to let you know @Walter confetti, since Episode 3 is currently full. 1 Quote Share this post Link to post
Walter confetti Posted February 22, 2020 Ok... So, if anybody wants a episode 3 slot, let us know! 0 Quote Share this post Link to post
Aurelius Posted February 22, 2020 @Walter confetti Made a small edit to my submission, the updated file is in my original post. 1 Quote Share this post Link to post
Horus Posted February 23, 2020 I bring a third map, for Episode 2 of the Limit Removing wad. Map name: Trials Filesize: 63.9KB Map slot: MAP12 of Doom II (not a Tyson map so will fit anywhere in Episode 2 except for Maps 15 & 20) Music: Into the Beast's Belly (separate MUS file in zip). Thought about using Jimmy's extended version but a long midi didn't seem in the spirit of this project so stuck to the original Map format: Doom format Source ports tested: GZDoom, Crispy (no freelook, no jump, no crouch) Difficulties: Implemented (93 monsters on UV) Textures: Needs to be loaded with 64texpack (available in the OP) trials_v1.zip 5 Quote Share this post Link to post
zokum Posted February 24, 2020 On 2/21/2020 at 1:12 AM, Aurelius said: Huge shoutout to @zokum and his nodebuilder for making this map possible! 64KB_vermilion_v2.zip What did you have to do to make it this small? What tricks did you use? 0 Quote Share this post Link to post
Walter confetti Posted February 24, 2020 All right, guys two major news: The compiled vanilla megawad is ready to be played! http://www.mediafire.com/file/9u3aoi18u63rruf/32OF64-V.zip/file Let's say this is a beta release, tell me if the map order is good or if missed something out, i know that title lumps aren't that perfect and there is probably some other little error, but is here! A link to it will be put in the OP post. I added the Scypek2 monsters and deh file to the main texture pack, a new link will be put on OP post too Thanks and goodnight! 7 Quote Share this post Link to post
Noiser Posted February 24, 2020 (edited) @Walter confetti oh, I'm really unlucky... I was just finishing the next update of my maps. I actually changed and fixed a lot of things. Do you mind re-add them to the compiled file please? D8https://www.dropbox.com/s/w219aicbfijp6yg/64k_noiser_updated2.rar?dl=1 Sorry for the inconvenience. Edited February 24, 2020 by Noiser 2 Quote Share this post Link to post
Danz Posted February 24, 2020 (edited) I forgot to post about the tiny update I did for my map few days ago. I made a mistake in the red key area where the lift's linedef action was S1 instead of SR, making the player unable to leave the room. A very stupid mistake on my part. https://www.dropbox.com/s/g875mip2e9s3es0/64kb-danz.zip?dl=1 Edited February 24, 2020 by Danz 2 Quote Share this post Link to post
Arbys550 Posted February 24, 2020 Yes! I've been really excited about this release, actually, as it marks the first time any of my maps were released in an actual wad. Thanks for accepting my maps and allowing me to take part in this! 3 Quote Share this post Link to post
zokum Posted February 24, 2020 If 64k maps are a thing, I can probably code some stuff to squeeze more data into 64kb of disk data. I've mostly done stuff to make maps bigger within the limits, not smaller overall :) 5 Quote Share this post Link to post
Aurelius Posted February 24, 2020 (edited) 6 hours ago, zokum said: What did you have to do to make it this small? What tricks did you use? I mainly just used the tag 999, since it was sufficient for my purposes (and also made possible the void effect, not to mention having the entire thing be 63488 x 63488 map units in size and still fit 64KB and not break down all collision in vanilla). I was interested in the SEG reducing tricks too, but ultimately I never had that many complicated geometry to simplify with it. Also, I believe that while some of the tricks prevent SEGS from being rendered, I still think they're include in the SEGS lump, therefore not being useful for the 64KB challenge? I could be wrong though, but a quick test with the 1086 linedef action didn't reduce the size of the SEGS lump. Edited February 24, 2020 by Aurelius 1 Quote Share this post Link to post
Noiser Posted February 24, 2020 Hi people, I put a bootleg-ish version of the megawad with the updated maps by me and @Danz:https://www.dropbox.com/s/clqrs7j1ca27vlf/32OF64-V.zip?dl=1 The reason for that is that our maps have some issues that could soft-lock the player. I also fixed the ribbiks music not playing on map25. I recommend stick with this until the official @Walter confetti update. 2 Quote Share this post Link to post
Walter confetti Posted February 24, 2020 V1.2 of the vanilla megawad, using the Noiser bootleg and a Horus new edit of his map send me via PM: http://www.mediafire.com/file/9u3aoi18u63rruf/32OF64-V.zip/file 4 Quote Share this post Link to post
zokum Posted February 24, 2020 The segs aren't included, so the seg lump should be smaller. There are already some techniques for automatically removing unneeded segs. You might just have pruned segs that were never added in the first place. Sidedef compression, esp seg based compression should drastically reduce the size of maps on disk. 2 Quote Share this post Link to post
Horus Posted February 25, 2020 Thanks Walter! Map looks better now, looking forward to playing this mapset through, just nominated it for DWMC. I just took a quick look at the updated texture pack and I noticed it makes all the imps in the maps invisible, presume that wasn't intentional. 1 Quote Share this post Link to post
Walter confetti Posted February 25, 2020 3 hours ago, Horus said: I just took a quick look at the updated texture pack and I noticed it makes all the imps in the maps invisible, presume that wasn't intentional. That's odd... I have to check it out what's going on there next time... But I kinda recall something changed in the Imp thing lump on the dehacked script via Slade... 0 Quote Share this post Link to post
Scorpius Posted February 25, 2020 (edited) I decided to make a new map to replace my previous entry. I wasn't particularly happy with it, so here's a better one that I'm much happier about! Name: Vengeance Music: Somewhere Over the Horizon Format: Limit Removing (possibly vanilla) Difficulty settings: Yes. Map slot: MAP01. vengeance2.zip Edited February 25, 2020 by Scorpius 3 Quote Share this post Link to post
Xyzzу Posted February 25, 2020 (edited) Fuggit, I decided to make another map, this time for the limit-removing pack. I had to include the music (which is a MIDI rendition of "Ominous" from the game Jill of the Jungle) in a separate WAD file, as it took up half the size limit, heh. This is a 63.7 KB level with 69 monsters on UV. I thank @zokum for the strange device that shrinks WADs. I tested this level in prBoom+ -complevel 2. Difficulty settings are implemented, the mapslot is MAP14. Spoiler The name's Shutter Trance, as the BFG sounds like a camera to me after a while of using it c: hopefully I fixed the all-ghosts bug... Download Edited February 25, 2020 by Xyzzy01 3 Quote Share this post Link to post
Walter confetti Posted February 25, 2020 (edited) Oh, 50 shades style here Xyzzy? I like it! Adding new maps to the list! Also @Scorpius, don't you mind change the red keycard in your map to a red skull? Put it to the 1st episode for how weird it looks, but the map is all in a indoor environment and i think that difficulty will be good for a first episode map, maybe even a opener? Who knows what comes next? Overall, pretty cool maps! Edited February 25, 2020 by Walter confetti 0 Quote Share this post Link to post
zokum Posted February 26, 2020 Just out of curiosity. Did you try building these maps with -na=mw=2 or a highher value like w=3? It will take a lot longer, but for a 64k map it won't be that much more data. It's not something I'd use for testing the map, but for the final build I am sure there can be a bit of reduction in size. Maybe you can build a 66k then squeeze it down to 64k or something along those lines? I'd recomment doing this in command line. And if it looks like it's hanging, give it time, it could take a long long time. I've had builds that took several days on big maps... 2 Quote Share this post Link to post
Scorpius Posted February 26, 2020 (edited) Updated with general improvements. Here ya go! vengeance.zip 17 hours ago, Walter confetti said: Put it to the 1st episode for how weird it looks It looks weird? :O Edited February 26, 2020 by Scorpius 0 Quote Share this post Link to post
Walter confetti Posted February 26, 2020 3 minutes ago, Scorpius said: It looks weird? :O I mean that looks like a weird choice for episode 1 since is a hell style map and episode 1 have a blue bright sky, not really hellish lol, but since it's an indoor map, it could be good there... 0 Quote Share this post Link to post
Scorpius Posted February 26, 2020 1 hour ago, Walter confetti said: I mean that looks like a weird choice for episode 1 since is a hell style map and episode 1 have a blue bright sky, not really hellish lol, but since it's an indoor map, it could be good there... Hmm. I suppose it's true but some episode 1 maps are designed in a hellish style. Take Fireworks from Requiem for example, it's MAP04 and it's essentially a hell stronghold. That's what I pretty much went for, only underground instead. It's a good thing you can't see the sky, otherwise it ruins the theme and aesthetic of the map. :) 1 Quote Share this post Link to post
Arbys550 Posted February 27, 2020 I've finished the whole megawad and I've got some bugs to report, as well as some thoughts I have about the maps. I'll try not to be too subjective, just things that I think need balancing. Map03: The backpack in the secret is floating and unable to be reached. Also, I think this map is WAY too harsh with ammo. I had to replay it three times to be able to beat it. I keep running out on the part where 4 revs spawn in, plus spectres. I think just adding a berserk somewhere in the beginning would be a good change. Or add a few more shells in the Blue Key area. Map11: The exit is not a true death exit, the player will keep their guns. Map15: The secret exit is a little bit unintuitive. I'll put it in a spoiler: Spoiler I think you're supposed to notice the textures are offset differently to know which side to go in, but it's way too easy to accidentally take the secret exit. I think it should have to be deliberately activated. Maybe make it a switch secret exit instead of a walkover exit. Map20: The crusher in the spider mastermind room can be stopped early if you drop down and run through the tunnel, which allows the spider mastermind to stay alive. Don't know if that's something you'll want to fix or not. I kind of blasted through these maps. I wasn't deliberately searching for bugs, so there's probably way more I haven't found. Overall I'd say it's looking pretty good aside from a few maps I really didn't like, but hey, that's a community project for ya. I'd say my favorite was Map23 by Horus. I also have a least favorite, definitely, but I won't say which one. If people want, i can give them feedback on their respective map, but for now I'll leave my post as-is and not go into much detail. 3 Quote Share this post Link to post
Noiser Posted February 27, 2020 (edited) 4 hours ago, Arbys550 said: If people want, i can give them feedback on their respective map, but for now I'll leave my post as-is and not go into much detail. Great! Feel free to give feedback on my maps if you want. They are map10 and 25 (just tell me if you played the updated versions from 1.2) I made a few partial playthroughs and realized they can be easier than I expected on continuous runs. The arachnotron trap on map10 is also ruined when you have extra ammo gathered from other maps (the idea was making the player lose all their ammo if he decides to kill the arachnotrons, so they should go to the mancubi area to get more). I will be working on these issues for the next version. Edited February 27, 2020 by Noiser 1 Quote Share this post Link to post
Scorpius Posted February 27, 2020 3 7 hours ago, Arbys550 said: If people want, i can give them feedback on their respective map, but for now I'll leave my post as-is and not go into much detail. 3 hours ago, Noiser said: Great! Feel free to give feedback on my maps if you want. They are map10 and 25 (just tell me if you played the updated versions from 1.2) I'm looking forward to receiving feedback as well, it helps me grow as a designer. In case you don't know/remember, my level is map28. 1 Quote Share this post Link to post
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