Walter confetti Posted March 22, 2020 Added to the map list, thanks for giving us this map! 0 Quote Share this post Link to post
BigBoy91 Posted March 23, 2020 The vanilla one is a blast so far! Good stuff guys. 2 Quote Share this post Link to post
SleepyVelvet Posted March 27, 2020 I made a limit removing map between 63 and 65 kilobytes enjoy. noisy_64KB.zip 4 Quote Share this post Link to post
Horus Posted March 28, 2020 So that leaves one map left now until the limit-removing set is complete, I think 0 Quote Share this post Link to post
Walter confetti Posted March 28, 2020 20 hours ago, NoisyVelvet said: I made a limit removing map between 63 and 65 kilobytes enjoy. noisy_64KB.zip Cool! Did this map have a title? 0 Quote Share this post Link to post
SleepyVelvet Posted March 28, 2020 The OP's like count. 2 hours ago, Walter confetti said: Cool! Did this map have a title? Hmm not sure. Let me use a random online title generator until I see words that make sense... Name: "Well of the Traitor" That sounds cool, that's its name. 3 Quote Share this post Link to post
zokum Posted March 28, 2020 22 hours ago, NoisyVelvet said: I made a limit removing map between 63 and 65 kilobytes enjoy. noisy_64KB.zip You can compress the blockmap from 3762bytes to 3580bytes. I am currently doing a nodes-rebuild to see if there is something to save. Then I'll look into the sidedefs by hand to see if there's anything to save. Just doing it as a fun little research project :D 2 Quote Share this post Link to post
Super Mighty G Posted March 29, 2020 @Walter confetti You can put my map down as Reservoir Demons. 0 Quote Share this post Link to post
zokum Posted March 29, 2020 (edited) Had it running overnight and saved 614 bytes so far. I could trim more on the blockmap. Update: Here's without leading zeros as well, removes another 444 bytes. Could trim that down a fair bit more if I did them by hand :) MAP01 * Entry Old New %Change %Limit Time Elapsed Blockmap 3762 => 3136 83.36% 4.79% 2s 081ms Working on: noisy_64KB.wad MAP01 * Entry Old New %Change %Limit Time Elapsed Blockmap 3762 => 3580 95.16% 5.46% 2s 177ms Segs 915 => 914 99.89% 2.79% Subsecs 276 => 263 95.29% 0.80% 13h 37m 44s Reject 0 => 0 100.00% - 13ms Edited March 29, 2020 by zokum Added header removal. 3 Quote Share this post Link to post
SleepyVelvet Posted March 29, 2020 On 1/24/2020 at 6:05 PM, Walter confetti said: VANILLA MEGAWAD (beta v1.2): Here's fdas for the first half of the megawd. Map 16 broke me. also, it's the time of day where there's a glare on my monitor - and I literally can't see spectres (Oh, it's an Obsidian map, make sense, will try to return later). noisy_32OR64_first_half.zip 4 Quote Share this post Link to post
RonnieJamesDiner Posted March 30, 2020 @NoisyVelvet The fact that you dropped from 6% to 2% health from that last Imp fireball, and managed to finish the map in that run... haha. Very awesome. Good thing you grabbed that green armor! 0 Quote Share this post Link to post
grrfield Posted March 30, 2020 Map23: after taking yello i ran upstairs in some minor hitscanner trap. But I got badly hurt. I knew there was a large medkit in the pinkyroom and I took the teleport back to it. Alas, there was no way to return. The teleport only works once? 2 Quote Share this post Link to post
Horus Posted March 31, 2020 Updated versions of all my 64kb maps: - DoomFighter 63 1/3: Corrected the teleport bug that @grrfield identified (thanks for the report!) - Quite a Ride: Made the progression a bit clearer in a couple of places - Trials: Replaced unknown textures, fixed shoot switch skip, couple of other minor changes - Impi: Replaced unknown textures @Walter confetti, I believe you have the MIDIs for each of my maps already. Let me know if it's more convenient for you if I resend them horus_64kb_maps_v3.zip 1 Quote Share this post Link to post
Walter confetti Posted March 31, 2020 Yes, it's not necessary that you resend me the midis again... 1 Quote Share this post Link to post
Horus Posted March 31, 2020 4 hours ago, Walter confetti said: Yes, it's not necessary that you resend me the midis again... Thanks, sorry one last thing can you please add Heretic E1M1 to the Music Credits of the vanilla text file for Map23 2 Quote Share this post Link to post
Suitepee Posted April 4, 2020 How goes that limit removing megawad then? I'm kind of keen to see the second half of this thing, after enjoying most of the first part. 1 Quote Share this post Link to post
SleepyVelvet Posted April 6, 2020 alrighty, here's Map 16-33 fdas, for the Vanilla mapset noisy_32OR64_pt2.zip 3 Quote Share this post Link to post
Horus Posted April 6, 2020 (edited) 2 hours ago, NoisyVelvet said: alrighty, here's Map 16-33 fdas, for the Vanilla mapset noisy_32OR64_pt2.zip Thank you for the demo, much appreciated! Watching your demo of my map back I can see there was a caco that moved itself to an area where it shouldn't be - I'm honestly not sure why, given that that caco was set to ambush only, but I moved it closer to the wall and can no longer replicate it, so I hope that's that solved. New version attached doomfighter63andathird_v4.zip Edited April 6, 2020 by Horus 2 Quote Share this post Link to post
Pegleg Posted April 6, 2020 On 4/5/2020 at 6:57 AM, Walter confetti said: Still waiting for @Uni map Does that mean the @xvertigox WIP map (Episode 3) has been abandoned? 0 Quote Share this post Link to post
Walter confetti Posted April 6, 2020 33 minutes ago, Pegleg said: Does that mean the @xvertigox WIP map (Episode 3) has been abandoned? I really don't know... Didn't see anything from him, so I guess is abandoned... 0 Quote Share this post Link to post
Uni Posted April 8, 2020 (edited) @Walter confettiSorry for being absent from the thread but due to real life situation I was not able to work on my map at all since my last comment. I apologize for keeping everyone waiting. You can go forward and get this awesome mapset going without me. I'll probably publish the map as a standalone some time in the future. Again, sorry for the inconvenience everyone and I hope you all doing okay and staying safe during this time. Edited April 8, 2020 by Uni 9 Quote Share this post Link to post
Walter confetti Posted April 8, 2020 Ok, then... I hope everything goes well in your real life, stay safe 1 Quote Share this post Link to post
Dieting Hippo Posted April 9, 2020 I just finished working on a 64KB map (non-limit removing) titled Blood River Base. It's been tested out on vanilla DOOM II and had some adjustments done after a quick round of playtesting. I uploaded it to my itch page at https://dietinghippo.itch.io/blood-river-base. If it does make it in I'll be happy, but if not I still had fun fitting in as much as I could into 64KB. It clocks in at 63.8KB, juuuuust under the limit! 5 Quote Share this post Link to post
Walter confetti Posted April 9, 2020 (edited) Cool! I'll add it to the OP list EDIT: I've got some chatting with Horus about @Scorpius maps and the fact that he's plagiarized his maps from Memento Mori 2, with a smashing prove on a room in Rolling Thunder, a pair of screenshots from said discussion with the layouts as a showed fact: Spoiler You know, I'm the last person talking about homages / "plagiarism" in maps, but here is clearly showed that are been plagiarism here, so I'm kinda worried about the usage of his maps here, because Memento Mori 2 have maps that can't be used in other projects, neither a simple room.... Edited April 9, 2020 by Walter confetti 4 Quote Share this post Link to post
Dieting Hippo Posted April 10, 2020 Quick update to Blood River Base, I released an RC1 after some playtesting feedback along with a bugfix. It's now up for download on the itch page! 1 Quote Share this post Link to post
Scorpius Posted April 10, 2020 11 hours ago, Walter confetti said: Cool! I'll add it to the OP list EDIT: I've got some chatting with Horus about @Scorpius maps and the fact that he's plagiarized his maps from Memento Mori 2, with a smashing prove on a room in Rolling Thunder, a pair of screenshots from said discussion with the layouts as a showed fact: You know, I'm the last person talking about homages / "plagiarism" in maps, but here is clearly showed that are been plagiarism here, so I'm kinda worried about the usage of his maps here, because Memento Mori 2 have maps that can't be used in other projects, neither a simple room.... 1. Nothing in Rolling Thunder was plagiarized. That one room in the screenshot with a resemblance to MM1 MAP24 was meant to be a homage. If you want me to redesign that room without the similarities, since the rest of the map isn't copied from anything, I will do so. 2. Yes, the first area in Vengeance is from MM2 MAP03, but the REST of the level is original. Once again, if you want me to redesign the starting corridor, I will. 3. I already explained this one in another post but essentially there is no excuse for this one. If you don't want to use it, that's fine by me. 4 Quote Share this post Link to post
Walter confetti Posted April 10, 2020 Ok, thanks for the explanation! Yes, I like to have complete redesign of the incriminated parts, thank you very much! But I'll have to took off The Last Stand, sorry. 1 Quote Share this post Link to post
Scorpius Posted April 10, 2020 Sorry it took so long, but I have finally edited Rolling Thunder with a few modifications. Most of them improve gameplay and the layouts. I wasn't sure how to edit the MM MAP24 room, but I think this is enough to avoid similarities. Let me know if you want more modified. rolling.zip 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.