Jump to content

The 128 kb mapping extragavanza "challenge"*


Recommended Posts

1 hour ago, Chris Hansen said:

Here is a new version of my map - The Trickster's Behest - with a couple of fixes based on some feedback I got from a friendly community member.

 

Sweet map, here's a demo: 128ch_bx_2nd.lmp (2nd attempt because I had to exit and check the map editor) -cl9

 

Visually this map is extremely awesome, the E3 skybox fits perfectly with this style of hell architecture and there's plenty of variety in the texturing without it looking cluttered. Gameplay-wise it feels Romero-esque with complex claustrophobic areas and demons always bullying you hard for the space. Health and armour is very tight on UV (not sure how I feel about the only green armour being a secret, it might be more fair to give one to the player at some point on the main progression, but it's not the end of the world) and after taking some stupid hits in the starting area I was mostly limping on very low health through the whole map, which for once I didn't mind too much as it kind of fit the oppressive atmosphere. Overall combat was really good though.

 

The only real problem I had is that on my first attempt I had absolutely no idea that the switch I pressed raised the pillars to the red key area because I couldn't see them raising, and for whatever reason I couldn't figure out the red key path even after checking the automap for several minutes so I gave up and finally figured out in the map editor what the progression was. This is probably more of a low IQ moment for me than a serious map design fault, but I feel like if that pillar switch was moved between the windows instead of being in a dark corner, then the chance that the player would see them raising would be almost 100%. Other than that, I think everything worked pretty much perfectly.

Share this post


Link to post

Thank you @BoxY! Glad you liked it. I always change A LOT of things when I make a map and very rarely does a design decision make it from it's initial state through to the end. Case in point: That switch you mention that activates the pillars :) It was actually at some point placed at the windows. I moved it because I didn't want the player to press it and leave the room before he had a "chance" to fight the Hizzy family and their Floating head friends. And I thought "Hmm, the map's pretty small so it's not like you get lost for more than 10 seconds trying to figure out what to do next" ;) But hey, if I get more complaints about it I'll definitely do something about it. Until then... well, let's just work on raising your IQ, shall we! ;D Thanks again for playing, much appreciated!

Share this post


Link to post

   

8 hours ago, Chris Hansen said:

Here is a new version of my map - The Trickster's Behest - with a couple of fixes based on some feedback I got from a friendly community member.

 

I'm not that great with compliments, not because I'm incapable of acknowledging talent and a well done job, which's the case here, but because my mind always go towards self-improvement and constructive criticsm. Well, let's say  your style of mapping is exactly what I'm striving for. The use of texture, the intricacy of the layout, the use of space, the visual composition of each area, the way combat flows naturally and don't feel overly scripted. Everything feels it belongs to where it is.
    I wish I had left a comment when you posted the first version, but I was kinda burn out by the type of interaction you commonly get on gaming forums. I know from what I've seen from you so far that you wouldn't mind at all whatever I had to say, you're experienced enough to know well your craft, I just didn't feel like posting too much.
    
    Skipping all the praises, here are some of my thoughts while playing that I thought were worth mentioning:
    
    - I had no issues with progression and the only time I got stuck was because I didn't pay attention to the wall openning behind me. I ended up finding the secret right way and it took my attention away from it, as you can see in the first FDA I sent.
    - It might be just a matter of playstyle and a design choice, but I tend to seek cover and cheap enemies down from a distance until I learn the map and am aware of how far I can push. I was rewarded every instance where I played safe and was punished everytime I tried to be ballsy and in no moment I felt pushed into combat.
    - I felt the battle on the last stretch intuitively easy to avoid, given the proximity of the switch to the exit area, the fact you are teleported right next to it and there're only 2 Imps guarding it on UV. Both points about combat here though are mere observations and by no means I see these as issues in need of addressing, the combat is very enjoyable as it is.
    
    I always assume these visuals glitches are on my end, but at least for me the pit that raises with monsters on the left after you flip the switch has only backwall textures and it's possible to reach it before it's fully raised.
    I found this issue while trying to speedrun the map after the FDA, but it's quite possible players will run into it naturally while playing for a second or 3rd time, specially on lower difficulties.
    
    

Spoiler

screencapprboom_1.jpg.ed130436481141a3a6af2bf6e23c6ca5.jpgScreenshot_Doom_20201006_183248_1.jpg.465719bdf5d9bc9cde2cb9c825aefd29.jpgScreenshot_Doom_20201006_194642_1.jpg.1cf4ee6587de459fad4684720cff473c.jpg


    
    Other than that, teach me your ways :p
    

 

Edit: Almost forgot the FDA of the new version 128KB_CH_03_fda_v2.zip

Edited by Iacobus

Share this post


Link to post

Thank you very much @Iacobus! You're right, I absolutely don't mind a little critisism and when it's reasonable and fair like yours then I can only be grateful for someone to actually put the time and effort into putting it down on writing! I'm glad you enjoyed the level and your thoughts on some issues the level might have are very valid. I did have 2nd thoughts many times about that slow moving pit that you mention and I can see there might be a problem with it. I'll see what I can do to fix that. I will considder moving the switch further away so the exit can't be reached so easily. Or something... I'll see what I can do :)

 

Don't know if you asked, but if you want to know how I make these kind of levels, well, that's a tough one and I don't have the time to write it all down ;) In short it boils down to this: I never treat any part of the level as finished at any point in time during the designing process of the level! Any door, lift, wall, window, texture, flat, floor, pillar etc will see changes during the level's creation. More often that not I end up adding or removing stuff that I have already made just to make the level's progression flow better or be more fun. There's always a monster closet, teleport or switch to add! That's why you will often see in my levels that a lower numbered sector will contain heigher numbered sectors simply because I wasn't pleased and added stuff much later. Or maybe I made an entirely new route through the level to make it flow better thus adding new sectors or opening up an area or connecting new areas to it. Anything can be changed if it makes the level flow and play better. That's basically the gist of it :)

Share this post


Link to post

Second version of my map attached.

  • Made the exit lift in the invuln room not visible until the progression switch is activated.
  • Made the exit lift in the invuln room able to be lowered from the lava pit to make it consistent with the other lifts.
  • Added a health bonus trail to the lift so players can more easily escape the lava pit in the invuln room.
  • Added a box of shells on the 2nd floor in the cyberdemon room near the midgrates.

wydoomer-hellfjord_outpost-128k_v2.zip

Share this post


Link to post

I played a few maps in lzdoom since my mouse has been skipping in pr-boom which is really annoying. I played in UV.

 

@Captain Toenail I don't care too much slowing sectors, but that's personal preference. I will say that the way they were used in this instance wasn't too bad. It added a bit of anxiety trying to dodge fireballs in the fight in the room filled with nukage. I liked the glossy fireblu portals. No progression or technical issues that I saw. Well done.

 

@Chris Hansen I really liked your map. The visuals are nice with some cool lighting. The combat is fun, I always had just enough rockets to deal with the major threats. The shifting geometry kept me guessing. Even though the map would open up in ways that I didn't expect and I got turned around a few times, I still never got lost. No technical issues.

Share this post


Link to post

@Walter confetti based on @Iacobus' feedback I made a couple of changes. Nothing big. Let's hope that was the last update. Sorry for the trouble! Download here.

 

10 hours ago, wydoomer said:

I really liked your map. The visuals are nice with some cool lighting. The combat is fun, I always had just enough rockets to deal with the major threats. The shifting geometry kept me guessing. Even though the map would open up in ways that I didn't expect and I got turned around a few times, I still never got lost. No technical issues.

Thank you for the comments!
 

Edited by Chris Hansen

Share this post


Link to post

Wellll I went ahead and made  a map anyway. It's on E4M1, and it's exactly 131,072 bytes. 

 

doom03.png.d7532177570d1d10854a093517515199.png

I call it..... Killer Bites

 

128_bite.zip

Edited by magicsofa

Share this post


Link to post

   Here is the latest version of my map. Some lines added, some lines deleted. Made a secret harder to just stumble into. Thanks to @FrancisT18 for playtesting, this guy went above and beyond for a randie like me.

 

linky

Share this post


Link to post

Thanks for the maps!

Here's some demo recorded with prboom 2.5.4, complevel 9:

demopack2.zip

includes a FDA of magicsofa map and a second run of pechudin, both with exit. No major errors found, magicsofa could perfectly work for a intro map, even with the organic design of it! Pechudin map is pretty good, like the "little city" vibe from the place, did it been get easier from the first version

Share this post


Link to post

Updated version of my map with a couple changes. Special thanks to @FrancisT18 for the playtest and feedback. 

 

128kb_recluse_rc2.rar

Spoiler

Changelog RC2
-Stairs out of central room changed to dropoff to avoid stair fighting
-Final fight is now a lock in*

 

*The red door room is marked as an exit to communicate that you can no longer backtrack after pressing the switch.

More playtesting is always welcome.

Edited by Super Mighty G

Share this post


Link to post

Well, it only took me a million years, but here's the first iteration of my map. I call it "Demons Gone Mad"

128kb_dgm_v1.7z

 

Rather short, but sweet. Decided to go with a cool MIDI just in case the map didn't end up looking so great, lol.

The song is the rival battle theme from Pokemon Heart Gold/Soul Silver.

Share this post


Link to post

Great! Added to the map list!

 

EDIT: Ok, played your map, pretty straightforward and the easier so far of the one released for this project, there's no game-breaking issues in the map expect unlowered DOORTRAK textures. Here's a UV-Max demo in 2:11, recorded with prboom 2.5.4: 

 

uvmax-walt-128kb_dmg_v1-211.zip

Edited by Walter confetti

Share this post


Link to post

Here it goes!

 

Info:

Spoiler

 

"Infernal wharf" by riderr3
For The 128 kb mapping extragavanza challenge

Advanced engine needed: Boom
Size: 124kb
IWAD: Doom.wad
Map replaced: E2M6
Music: The Avenger's Domain.mid by Viscra Maelstrom
Other: Added two custom flats from jimmytex pack
Single Player: Designed for
Cooperative: Yes
Deathmatch: Player starts only
Difficulty Settings: Yes
Build Time: One week
Editor(s) used: Ultimate Doom Builder, SLADE3, WadSpy
Tested With: PrBoom-Plus 2.5.1.4 (complevel 9)


 


Screenshots:

Spoiler


O3ozzN9.png

 

CxBqSgK.png

 

qkVbC58.png


 

 

Download here:

http://www.mediafire.com/file/oz65n31amljq0ps/infwharf.zip/file

 

P.S. Feedback is appreciated.

Share this post


Link to post

@riderr3 Cool map, especially starting area in a boat and blood flowing around. And the water conveyor where's the yellow skull

But the switch hunting area is something that makes me feel like "where do I have to go to find the next switch" and switch hunting becomes almost annoying when the night vision goggles get expired.

 

IMHO, players won't like switch hunting part, particularly when they are plunged in dark.

Share this post


Link to post
2 hours ago, SilverMiner said:

But the switch hunting area is something that makes me feel like "where do I have to go to find the next switch" and switch hunting becomes almost annoying when the night vision goggles get expired.

 

The candles in that area hints to places where the doors should be opened. Also is easily to guess just by the door sounds.

Edited by riderr3

Share this post


Link to post
1 hour ago, Walter confetti said:

Cool stuff, riderr3! Fun map! But yes, i've got some issues too with the switch hunt section as SilverMiner noted out

 

I have an idea. To keep the layout and consistency, I'll keep these doors open ("s1 door open stay" instead of "sr door open wait close") and raise their sector brightness to make it easier to find. I confess I went overboard with this puzzle. The update will be released in the coming days.

Edited by riderr3

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...