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The 128 kb mapping extragavanza "challenge"*


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6 hours ago, AvadaKedavraWithQuadDamage said:

I wish the project could have more map slots.

A new session will begin when this is complete. Also added DukeOfDoom map to the map list.

One last question: what is the music used for your map, @Roebloz

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1 hour ago, Walter confetti said:

A new session will begin when this is complete. Also added DukeOfDoom map to the map list.

One last question: what is the music used for your map, @Roebloz

It's in the WAD but I'm not sure of the name.

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10 hours ago, DukeOfDoom said:

Here is the first version of my map (Catacombs of Argus).


You really nailed the "Ultimate Doom" visual aesthetic. Pretty hard map on UV for me. A beautifully cramped layout being the primary obstacle. I wouldn't want to lower the difficulty too much, but I could see a fix and small additions to make the map a smoother experience. I really like this map.
 

Spoiler

chck8Ty.png
1) This radsuit is unreachable. What comes after is a platform full of pain and an out-of-view switch to progress. This is where my runs ended and I said, "okay" and used saves on my last run. I would experiment with a blinking sector light to make it a more obvious teleporter and visual eye-candy, if you haven't experimented. It looks fine as is.

A) To keep the original intention, relocate the radsuit off the teleporter or move it closer towards the edge of the teleporter so the player can grab it. I always ignore the imps on that platform because of the "leaky radsuit" and the enemies on the ground floor in that room. I run into the teleporter pictured above hoping to grab the radsuit. Not grabbing it, warping in, losing 40-60% of my health with blue armor due to scratches and 20% damage floor. I also have to press a switch I can't immediately see and get back into the "baron" room.

OR

B) Remove the radsuit. Remove the damaging floor at the teleport destination and change the flat. I felt three was too many radsuits leading to this teleporter, but the player could screw up the jump over the pitfall. The plasma gun is a huge boon for the next section of the map, if the player gets it as obtaining it is kind of a secret.

2) Add 1 cell charge somewhere in the map.

3) Add two ammo clips at map start, or move the chainsaw to the start. I tend to only have 4-10 bullets left when I reach the first shotgunner in the cage. Then ramming my body into the cage to get the shotgun, so I don't have to punch the demons in the next room.


I didn't play the second version of this map, but I felt they were enough radsuits for UV. It's just that one unreachable radsuit that can kill a casual UV run.

Edited by Swalzi

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On 1/3/2021 at 12:15 PM, SilverMiner said:

[good stuff]

 

Thanks for the kind and useful feedback, I was getting ready to forget the map existed after having a rough time with it but I feel a bit more inspired to go back and polish some stuff up and use the kb's I have left. Not sure what happened to the skill 2 difficulty flags in the last fight but I probably just unchecked something by accident. I wasn't going to add lost souls cuz I find them really boring to fight when they're not being spammed by pain elementals, but I might add a few to complicate some fights because they're not overly annoying with berserk and chaingun available.

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8 hours ago, DukeOfDoom said:

@Swalzi Thanks for your remarks; went the path B in the first section and also added 2 cell charges instead of one.


Cool! This map is less frustrating in the beginning, and less grindy in the baron room with that extra plasma. The extra radsuits are nice for unlocking the secret level.

I found a possible gameplay oversight that can softlock a player. I don't know if this is designed like this on purpose, but I wanted to give my insight.
 

Spoiler

tGDdKKr.png
The red-green triangle represents the player. Dotted lines show player's path of travel that can lead to being softlocked. Stars are teleport locations. What I suggest in the picture is not 100% effective in fixing this.

It's possible for the player to fall into the tag7 sectors, primarily the two pits at the bottom pictured above. The player can ignore that one linedef that controls the tag7 sectors to run into those teleporters drawn with stars. I don't remember if adding actions to existing linedefs will increase the file size. If adding actions do not increase file size, you can tag them on the linedefs around the bridge and part of the platform leading to the sole tag7 sector linedef. There would also need to be tag7 linedefs in the secret passage too.

Ce3Kdeu.png

Vc8umPT.png

 

Edited by Swalzi

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On 1/4/2021 at 7:01 PM, DukeOfDoom said:

@AvadaKedavraWithQuadDamage Don't worry, maybe your map will turn out better than mine or, better, we can combine 2 maps into one. :)

Collaboration? Absolutely yes :)

I'm making an ending room for your map (not playing with your own exit area), And adding a single major fight with a simple switch hunting puzzle, and that's it.
you have permission update my room, do everything with it.
Gonna release a wip screenshot soon.

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Made a hopefully final version of the second map: 128_bx2_final.wad 

Unless something turns up as truly broken I consider the map finished. I don't imagine many people will bother idcleving to the super secret slot anyway so I guess it doesn't matter if it's sort of ass :P.

 

Name: Glass Joe (forgot or was too lazy to specify a name last time, sorry)

 

Changes:

-added a small secret for the heck of it

-added a few lost souls to annoy the player

-exit arena line sectors now glow, and both waves release on a single switch, making the whole fight a bit harder and more interesting

-small changes to nukage room fight, still too easy but I ran out of ideas

-prettied up the blander looking areas slightly

Edited by BoxY

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Map Name : Beneath the Imp's Nest 
Map Slot : E4M3
Music : Duke Nukem 3D - Ah, Geez!
Size : 127 kb
Format : Boom
Difficulty Settings : Yes but only tested on UV

 

Feedback is most welcome :)

Edited by Philnemba
Download link removed due to newer version

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I think idcleving to super secret maps might be problematic. Imagine typing idclev210 - you'd go to e2m1 instead of e2m10

So maybe transfer ss maps to fifth episode?

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1 hour ago, SilverMiner said:

So maybe transfer ss maps to fifth episode?

 

Yes, I was thinking the same thing! And thanks for the map Phil, add it to the map list.

 

And with this, the megawad is complete! Now I'll have to add the final stuff like title lumps and other minor things... Anyway, did somebody know a good artist that can do a new intermission screen for The Shores of Hell?

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I know I sound like a broken record but is the Head Doctor really 89 years old? do we have a secret exit in episode 1? I can probably make one if necessary, but it would probably be better if someone with kilobytes to spare do it.

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I noticed a weird bug with the new spider monsters from Kill It With Fire. They play the wrong sound effect in GZDoom.

I don't think it is a major issue as it appears to work as expected in PrBoom+, but I have raised a bug report anyway over at ZDoom forum just in case there's anything that can be done.

 

https://forum.zdoom.org/viewtopic.php?f=2&t=71124

 

Edit: confirmed as a GZDoom port bug that has now been fixed.

Edited by Captain Toenail

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3 hours ago, maxresdefault said:

I know I sound like a broken record but is the Head Doctor really 89 years old? do we have a secret exit in episode 1? I can probably make one if necessary, but it would probably be better if someone with kilobytes to spare do it.

 

I change the exit to the designed E1M3 into a secret exit, don't worry.

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Added TNT textures (some cleaned up with ANIMATED and SWITCHES changes (2 TNT switches and 14 animated textures from TNT)) and some skies from 2002ado10.wad (we may use this content as the text file says and imho TNT skies look a bit boring)

Added also a blank patch 128x128 to make horisontal doors when needed (e.g. Wolf3d sliding doors if there was a wolf3d inspired map)

 

link is the same, but I post it again however

https://www.dropbox.com/s/ocukin6s0wi1ryk/MudicewindTNT.wad?dl=1

 

EDIT:

Maybe add GothicDM? Or TNT2 Public textures?

 

 

Edited by SilverMiner

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Thanks a lot for the texture pack! I have to see if this works on tnt and Plutonia without any problem, the previous version gave errors on tnt IWAD...

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3 hours ago, Walter confetti said:

the previous version gave errors on tnt IWAD

hmm, I said there was no TNT assets at all in previous version

Also I removed EGSUPRT3 cuz it's the same as SUPPORT6 in PatchTex.wad

 

EDIT:

Updated the pack, created and added 7 colormaps to make under- water, blood, nukage, lava, sludge whatever areas and also FOGMAP for possible foggy maps.

 

 

Edited by SilverMiner

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@Walter confetti Final version of my map:

 

- Add a few more monsters: 4 Imps & 2 Spectres

- Fixed difficulty settings on 2 monsters that only appear on Skill 1/2 -_-;

- Add a window with minor details in the corrupted tech base 

- Delete a small number of unnecessary Linedefs to keep wad under 128KB(still at 127KB)

- Remove Partial invisibility in last room 

Phil128FINAL.zip

Edited by Philnemba

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And it's done!

 

https://www.mediafire.com/file/j5rxlr5e74y2kjw/128K_UD.zip/file

 

  • All wads compiled!
  • E1M3 exit has been modified to secret exit instead of normal exit
  • Added MAPINFO and DEHACKED lumps
  • Added Title Graphics lumps
  • Added demos
  • Added some new music where needed
  • Added a authors text file for all the wads

TODO

  • Write readme text file
  • Make a second episode Intermission screen?
  • Make a CREDITS picture?

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