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The 128 kb mapping extragavanza "challenge"*


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Here is E2M8, similar to E2M8 in that its an arena with a bunch of demons with the boss. However instead of all of them being on a tiny ledge, this time they're everywhere. One pro tip: To defeat the Cyberdemon, shoot at it until it dies Keep. Moving.

 

Download:

https://www.mediafire.com/file/dobgn3mwz3j30xp/128kbChallenge_E2M8.wad/file

Screenshot:

https://imgur.com/a/FHv8My6

 

Also now that I think about it, that means I made 50% of the boss levels.

 

EDIT: Added the level name (Tower of Urdak)

Edited by Roebloz

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13 minutes ago, maxresdefault said:

By the way, how is the player going to access the secret levels? Are there levels with secret exits?

 

Lol I just wanted to ask the same thing

There's an E2M5 with secret exit AFAIR

EDIT:

Just contacted @DukeOfDoom.

He told me he's making E3M6 with a secret exit, so we have one more

Edited by SilverMiner

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2 hours ago, maxresdefault said:

By the way, how is the player going to access the secret levels? Are there levels with secret exits?

 

E2M5 (Made by me) has a secret exit.

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19 hours ago, maxresdefault said:

By the way, how is the player going to access the secret levels? Are there levels with secret exits?

 

 

SilverMiner already answered you, anyway I'll think to change the exit to secret exit in the maps that need one when I compile it, if you guys don't want to make one

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I'm gonna have to opt out. Thought I would be able to do a small map, but i'm just overwhelmed with RL stuff currently.
 

Y'all can take the ep2 slot.

Edited by Danz

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I have something in the oven for E2 that should be playable in a couple of days, I'll post it here as soon as I can to get as much feedback as possible before the final deadline.

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Ok, I'll give danz spot to Boxy.

@magicsofa you can make a episode 2 or episode 4 map if you like, since two of the authors (camBreaker and PasokonDeacon) aren't around this project from quite long time now... I think to have saw Philnemba map screenshot on the WIP thread...

Edited by Walter confetti

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https://www.dropbox.com/s/bdhi1ppevgsz0hd/SilverMiner - NotTheLab.wad?dl=1

Mapslot E4M2

New textures in TEXTURE2 lump: STONE4, STONVINE

Music: ~15,51 KiB, untitled by Pcorf (plt2pc08.mid actually), D_E4M2 lump

Overall (including music): ~129 KiB

EDIT:

Added warimps

Overall (including music) now is ~131KiB

EDIT2:

Download the latest version (link is the same)

 

 

 

Edited by SilverMiner

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Quirky map, @SilverMiner. I like it! It looks really weird but there's plenty of fun action. You might wanna check a couple of thing though:

Spoiler

- Couldn't exit the map in Eternity and PrBoom+ 2.5.17. The reason I think is because line 768 is too close to the door's D1 action, so the player can't cross it to lower the teleport or open the exit door for that matter. It works in GZDoom.

- The midi doesn't play in PrBoom+ 2.5.17. It works in Eternity and GZDoom.

- Teleport thing in sector 100 is flagged only as hard. Lacks flags for easy and medium.

 

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Wait so, what slot is wydoomer's map going into? The list says M3 and M4 are open but the map was intended for M8 but then roebloz made M8 .....

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So the last one we are waiting for is E3M6

Any thoughts on mapinfo/ending texts?

 

My thoughts are the following:

For Boom ports w/o umapinfo - write dehacked as usual

For PrBoom+UM - maybe write umapinfo, it's not necessary (we could use musinfo to change musics in E4 when needed even in older PrBoom+)

For Zdoom/Eternity - write fragglescript in maps' headers (so that no need to write two mapinfos for both these ports and also we will have additional compatibility with less popular ports like Legacy and SMMU. And also the maps will remain unbound to their ExMy numbers so no need to change MAPINFO when e.g. the map is moved to another episode)

 

IMHO, dehacked and musinfo for e4 will be enough

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