Alper002 Posted January 31, 2020 On 1/24/2020 at 11:05 PM, Walter confetti said: Reveal hidden contents DOWNLOAD (MAP01, vanilla compatible) A texture pack for you is here: http://www.mediafire.com/file/turw1mqx21wzdko/64ktexpack.wad/file (ASHWALL2 doesn't work for mysterious reasons i don't know) Expand 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. 1 Quote Share this post Link to post
tamara mochaccina Posted January 31, 2020 @Walter confettiDas a lot more textures than what I was expecting. thanks for including the cookie textures lmao 0 Quote Share this post Link to post
Scypek2 Posted January 31, 2020 On 1/31/2020 at 7:56 PM, tam said: Das a lot more textures than what I was expecting. Expand The entirely of Gothic's PatchTex, to be specific! Too bad the multi-patched midtextures won't be vanilla-compatible. 1 Quote Share this post Link to post
Swalzi Posted January 31, 2020 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. 1 Quote Share this post Link to post
Horus Posted January 31, 2020 On 1/31/2020 at 6:26 PM, Walter confetti said: Yes, absolutely! Also, if somebody want to use a specific sky please let me know! Expand Ok cool thanks, I’d like to take an episode 3 slot for my map then 1 Quote Share this post Link to post
Walter confetti Posted January 31, 2020 (edited) 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. Expand Ok, thanks! EDIT: Fixed the texture patch by Alper002 suggestion, now works perfectly! Link to the pack is the same in OP Edited January 31, 2020 by Walter confetti 0 Quote Share this post Link to post
NeedHealth Posted January 31, 2020 (edited) @Walter confetti I'll make a map for episode 2. E- map20 Edited January 31, 2020 by NeedHealth 0 Quote Share this post Link to post
Walter confetti Posted February 1, 2020 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 0 Quote Share this post Link to post
Scypek2 Posted February 1, 2020 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. 2 Quote Share this post Link to post
Uni Posted February 1, 2020 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? 4 Quote Share this post Link to post
Noiser Posted February 1, 2020 (edited) 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? Expand Well, that will make the project not compatible anymore. :-( Btw, I'm finishing another map, will put the link soon! Edited February 1, 2020 by Noiser 0 Quote Share this post Link to post
Aurelius Posted February 1, 2020 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! 0 Quote Share this post Link to post
Scypek2 Posted February 1, 2020 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. 0 Quote Share this post Link to post
Noiser Posted February 1, 2020 (edited) 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 February 1, 2020 by Noiser 0 Quote Share this post Link to post
mewbusi Posted February 1, 2020 I'll see what I can contribute, I think I do a episode 1 map. 0 Quote Share this post Link to post
E.M. Posted February 1, 2020 Since this is now a serious community project, can OP rename my map to "Doomy Bridge"? 1 Quote Share this post Link to post
Swalzi Posted February 1, 2020 (edited) Second vanilla map! Swalzi64-2.rar Name: Water World Music: "Water World" by Bobby Prince Restriction: 64.0kb exactly. Not less than 64, unfortunately. Skill settings: Yes Episode preference: One64ktexpack 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: Reveal hidden contents v1.0: Swalzi64-2.rar ------@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: Quote The filesize of your wad must not exceed the 64 kylobites of file size. Expand 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 February 2, 2020 by Swalzi 5 Quote Share this post Link to post
Horus Posted February 1, 2020 (edited) A bunch of demos attached, and comments in spoiler. @Walter confetti Reveal hidden contents Fun map, the music was an interesting choice and one that fit quite well! I liked the cage mini-maze. A bit plain looking, I see there’s 13MB left to play with so some of that could perhaps be used to add some more details to the map. @tam Reveal hidden contents I didn't recognise this was a Boom map until it was too late, so my demo is up to the blue skull door, then I replayed on GZDoom. Your doors are a bit strange, very very large. However, I like what you did with the upper/lower texture split in the opening area. There were some texture misalignments, for example on the side of the stairs leading to the blue skull door. The shotgunner trap was lethal and nearly killed me lol. The five fake door ending was a bit strange. @xxWeNxx Reveal hidden contents This level was too grindy for my tastes. It really could have done with a berserk…after finishing I see the map indeed had a berserk pack as a secret, but I don’t think something as fundamental to the map as that should be hidden behind a secret. Also you have a floating stimpack in the area with the lone chaingunner. That aside I think the map looks pretty good, and I like what you did with the slightly open door and the corpses underneath. @Swalzi Reveal hidden contents Oof this one is pretty difficult. No demo as I don’t know how to get demos to also play the music wad as well as launch the map wad (and I can safely say D_RUNNIN doesn’t suit this map, the one you picked is much better!). Personally, I am not a fan of starts where a monster can see and attack you right away. Good use of lighting and nice variety of textures. The effect with the green flames was pretty nice. Some cases where you change texture but not floor height. Also a couple of texture misalignments by the imp cages. I personally might have made both keys mandatory, especially as you put the red key so close to the start. @Noiser Reveal hidden contents My favourite so far, at least once I realized this was a bit beyond my capabilities on UV, and duly switched to HNTR. Only 6 less monsters, but the ones chosen to get rid of make all the difference. Great choice of MIDI. The arch vile on top of the teleporter didn’t really do anything, just moved around its small platform. Perhaps consider adding a secret? (part of why I say that is so it is 100% maxable on Crispy/Choc) EDIT: Fixed mentions 64k.zipFetching info... Edited February 1, 2020 by Horus 3 Quote Share this post Link to post
tamara mochaccina Posted February 1, 2020 @HorusMy map was just weird ideas galore. :p 1 Quote Share this post Link to post
Catpho Posted February 1, 2020 On 1/24/2020 at 11:05 PM, Walter confetti said: Make your map vanilla/limit-removing compatible, use a port like chocolate doom for testing out your maps Expand @Noiser The OP seems to state that limit-removing is acceptable? 0 Quote Share this post Link to post
Obsidian Posted February 1, 2020 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. 8 Quote Share this post Link to post
Noiser Posted February 1, 2020 (edited) On 2/1/2020 at 5:02 AM, Catpho said: @Noiser The OP seems to state that limit-removing is acceptable? Expand 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) Expand Works pretty well! Edited February 1, 2020 by Noiser 1 Quote Share this post Link to post
Walter confetti Posted February 1, 2020 On 2/1/2020 at 5:02 AM, Catpho said: @Noiser The OP seems to state that limit-removing is acceptable? Expand Yes, but if this will give you problems, I'll make it all vanilla compatible! However, lots of really good stuff I see here! 1 Quote Share this post Link to post
Walter confetti Posted February 1, 2020 On 2/1/2020 at 4:10 AM, Swalzi said: Question: Can map file size be equal to or less than 64kb? Or must they be less than 64kb? Expand Equal to 64 kb 0 Quote Share this post Link to post
Bridgeburner56 Posted February 1, 2020 i'll admit this tempts me 4 Quote Share this post Link to post
ThatWeNGuy Posted February 1, 2020 Map Title: Base in an Island Music: "Short Fuse" by Jimmy Skill setting: Yes Episode: 1 it is vanilla-compatible, 64ktexpack is required. WeN64kb2.rarFetching info... 5 Quote Share this post Link to post
Chainie Posted February 1, 2020 Map Title: Blood Keep Mapslot: map21 Music: Mahou Shoujo Madoka Magica - Desiderium.mid Difficulty settings: Yes 8 Quote Share this post Link to post
Walter confetti Posted February 1, 2020 (edited) 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 February 1, 2020 by Walter confetti 1 Quote Share this post Link to post
TheFightingViper Posted February 1, 2020 On 2/1/2020 at 11:27 AM, Chainie said: Map Title: Blood Keep Mapslot: map21 Music: Mahou Shoujo Madoka Magica - Desiderium.mid Difficulty settings: Yes Expand Perfect! 0 Quote Share this post Link to post
Horus Posted February 1, 2020 (edited) 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 February 26, 2020 by Horus 0 Quote Share this post Link to post
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