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


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  On 1/24/2020 at 11:05 PM, Walter confetti said:

 

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The reason ASHWALL2 doesn't work in the texture pack is because it is the first texture in TEXTURE1.
You need to put AASTINKY(or some other dummy texture) in that first slot instead.

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  On 1/31/2020 at 7:56 PM, tam said:

Das a lot more textures than what I was expecting.

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The entirely of Gothic's PatchTex, to be specific! Too bad the multi-patched midtextures won't be vanilla-compatible.

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I'd like to take a map slot for episode one for my next map which should be due tomorrow or even tonight.

I'm probably going to update my first map, "M" one last time. Going to fiddle with lowering the lighting sectors for the new sky in episode two and additional routing tests.

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  On 1/31/2020 at 7:49 PM, Alper002 said:

The reason ASHWALL2 doesn't work in the texture pack is because it is the first texture in TEXTURE1.
You need to put AASTINKY(or some other dummy texture) in that first slot instead.

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Ok, thanks!

EDIT: Fixed the texture patch by Alper002 suggestion, now works perfectly! Link to the pack is the same in OP

Edited by Walter confetti

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All right, go ahead!

I've got a secret map via PM that replace MAP11, the author doesn't want to share the link because it have a surprise

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I'm getting close to completion of my custom enemy! But it left me with a bunch of leftover states (I replaced both the Keen and the SS) so I might end up making two custom enemies and one custom non-enemy thingy instead. In fact, I'm almost done with that too. Hope it'll come in handy.

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Got the layout and theme all done now I need to start testing the hell out of it until I'll be satisfied with the gameplay, which is going to be hectic anyway. From what I've seen, most people are aiming at vanllia-compatibility but I think I'll end up with it being limit-removing. Is that a deal-breaker? 

 

DOOM0000.png

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  On 2/1/2020 at 12:39 AM, Uni said:

I think I'll end up with it being limit-removing. Is that a deal-breaker? 

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Well, that will make the project not compatible anymore. :-(
Btw, I'm finishing another map, will put the link soon!

Edited by Noiser

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Really interested in making a map for this, but I'm completely tied to Mapwich 2 for a little while longer. Hopefully there'll be open slots left when I'm done!

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Maybe we can have one vanilla megawad and one limit-removing one! Unless I'm too optimistic about our mapmaking capabilities, but I don't think so. We have a lot of maps and it's only been a week!

 

In other news, WhackEd crashed on me (I guess it would be a good idea to update it now, it looks like I'm 10 updates and 7 crash fixes behind...) and destroyed literally all the stuff I already did. At least I documented everything I did in great detail in a text file, so if I was to do it all again, at least I wouldn't need to use my brain the second time around.

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Oh crap! WhackEd already crashed for me as well (a long time ago), but it worked after restarting the computer or messing with the .whacked files. My version was 1.2.0

Edited by Noiser

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Since this is now a serious community project, can OP rename my map to "Doomy Bridge"?

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Second vanilla map! Swalzi64-2.rar

oPP9iei.png

Name: Water World
Music: "Water World" by Bobby Prince
Restriction: 64.0kb exactly. Not less than 64, unfortunately.
Skill settings: Yes
Episode preference: One
64ktexpack is required

Two evenings spent making this map. I didn't care too much about texture alignment. Really short to play and easy overall. Download archive includes 3 files: Swalzi64-2.wad(show I'm on the project limit), watrwrld.wad(Level with music and end level name text), watr64.imp(Showcase demo).

Previous version:

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@Walter confetti Question: Can map file size be equal to or less than 64kb? Or must they be less than 64kb?

I ask this because I see a couple maps on the first page of the thread that are exactly 64kb. In your OP it says:

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The filesize of your wad must not exceed the 64 kylobites of file size.

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I'm assuming I might need to remove a linedef in my second map if that's the case to go below 64kb. I'm checking to make sure I meet the restrictions of the project. I probably have to update the map again anyways. Thanks!
 

Edited by Swalzi

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A bunch of demos attached, and comments in spoiler.

 

@Walter confetti

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@tam

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@xxWeNxx

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@Swalzi

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@Noiser

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EDIT: Fixed mentions

 

64k.zipFetching info...

Edited by Horus

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Title: The Melting Pot

Format: Limit removing (could be vanilla, I haven't checked)

Music: "FRASIER.MID" by Yakfak

Difficulty settings: None

 

A little thing I whipped up in an evening: not too big, but decently vicious. Might be a good E2 fit.

 

esTazbJ.png

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  On 2/1/2020 at 5:02 AM, Catpho said:

@Noiser The OP seems to state that limit-removing is acceptable?

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I'm just saying... So far all maps works on vanilla, which I think it's pretty cool. 
 

  On 2/1/2020 at 8:29 AM, Obsidian said:

Format: Limit removing (could be vanilla, I haven't checked)

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Works pretty well!

Edited by Noiser

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  On 2/1/2020 at 5:02 AM, Catpho said:

@Noiser The OP seems to state that limit-removing is acceptable?

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Yes, but if this will give you problems, I'll make it all vanilla compatible!

 

However, lots of really good stuff I see here!

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New maps looks awesome! Downloading them this evening, I'll add them to the list...

 

@Bridgeburner56 fall into temptation! This challenge starts already to gain interesting names hooked to it... Over Linguica, I mean.

Edited by Walter confetti

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I can't seem to get CRACKLE4 aligned on this texture pack, it's showing as a series of 64 unit wide blocks (even though my linedefs are longer than that). Was fine on the vanilla texture pack

 

EDIT: Resolved now

Edited by Horus

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