Jump to content

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


Recommended Posts

The OP's like count.

Untitled.jpg

 

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.

 

 

Share this post


Link to post
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
 

Share this post


Link to post

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 by zokum
Added header removal.

Share this post


Link to post
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

Share this post


Link to post

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?

 

Share this post


Link to post

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

Share this post


Link to post
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

Share this post


Link to post

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.

Share this post


Link to post
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 by Horus

Share this post


Link to post
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...

Share this post


Link to post

@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 by Uni

Share this post


Link to post

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!

 

Share this post


Link to post

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

IMG_20200409_224104.jpg.4845f721827545704978e6d8047bb227.jpg

Screenshot_2020-04-09-22-39-01-192_com.android.chrome.jpg.5611f06e66e960eae75c1da63eed27c5.jpg

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 by Walter confetti

Share this post


Link to post
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.

Share this post


Link to post

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.

Share this post


Link to post

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

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...