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The 96 kb challenge: final round of Doom!


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16 hours ago, BoxY said:

I guess the best way I can sum it up is that this map reminds me of 90s mapping and not in a good way.

Cool down, dude I see you had hard day

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31 minutes ago, SilverMiner said:

Cool down, dude I see you had hard day

 

Sorry :P I tried not to be mean when writing the comments but I also didn't want to be dishonest about my experiences with the maps either because it ruins the point of giving feedback, it's hard to find the balance point sometimes. Apologies for the offense.

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Thanks for the feedback @BoxY

 

Your demo desynced when you got to the plasma rifle, so unfortunately I didn't get to see the second half of your playthrough. Any resource starvation map by it's very nature is going to be a slog, however I've toned down some of the more frustrating things in the map. There's less chaingunners and revs now, a bit more HP, and the crushers are smaller so you can weave round them quickly if you're careful.

 

@Walter confetti

here's the updated version of the map.

http://www.mediafire.com/file/8i248aps25z25zc/CT_Halls_of_Apophis_v2.zip/file

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Greetings,

 

I wish to submit the following to the first wad of this challenge,

 

InmostDens96kb.zip

 

This map is based off of my perception of the map name "Inmost Dens". 96kb turned out to be a bit of a squeeze in the end, but it's all there at 96.

 

It is balanced for Easy, Normal and Hard.

 

Easy = playing for fun

Normal = fun and challenging

Hard = challenging

 

Can be continuous or pistol start. 

 

In the Zip you will find InmostDens96kbV1.wad and InmostDensFULL.wad. FULL contains all the resources and music for ease of playtesting, 96kbV1 is the raw map and the music is provided as a separate file for ease of compiling.

 

Map is by me, Music: "Nine" by Immorpher.

 

Let me know what you think!

 

EDIT: Difficulty-based geometry doesn't function as intended on GZDoom due to lack of infinite height, it will be fixed in the next uploaded edition. It functions fine on PrBoom+.

 

Screenshots:

Spoiler

Screenshot_Doom_20210218_010406.png.7b30e2291147eaf803e85cff6105fd0f.png

Screenshot_Doom_20210218_010031.png.562f8770d5bc76c4bd03825476b87610.png

Screenshot_Doom_20210218_010148.png.fb81e2e0d4e7c23d8b067514d1346e49.png

Screenshot_Doom_20210218_011405.png.fca795c92ba0e088ac232026de73f88e.png

 

Edited by Jark

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  • 2 weeks later...

Map: Sump

Theme: Based off the name of a Hexen deathkings map

Difficulty settings: yes

coop: no

deathmatch: no

iwad: TNT

Size: 95.3KB

Music: Gravelord's Lullaby (AD_79)

Tested with glboom and gzdoom

 

 

wydoomer-sump.zip

 

Spoiler

 

Screenshot_Doom_20210227_003052.png.27b0684b9d6432b7218244a616393812.png

Screenshot_Doom_20210227_003124.png.63ccdb1bb27cfb4bc9c6c85ede4c3629.png

 

 

Edited by wydoomer
bug fixes

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  • 3 weeks later...

Here is a long overdue minor bug fix if you're still accepting.

 

Changelog:

 

- Difficulty based geometry works properly in GZDoom (Blocking hanging leg in voodoo closet didn't have infinite height in GZ, I just lowered the ceiling and now it is good to go).

- Very few balancing changes made

 

 

Just includes the raw map and midi.

 

InmostDensV1.1.zip

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  • 3 weeks later...

Mh... Almost a month passed and no new levels except for the 11 already done, so I'm thinking to change some stuff here:

 

First, I'll make you use only a iwad instead of the original two (TNT maybe, since there's already a much more known project for Plutonia), the themes choice will still be the same with the introduction of a free theme for the remaining episode, I'll have to see how to arrange them

 

The second change is that I'll move the deadline to June, so there will be more time for you to finish or make a map for this.

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Glad to hear of the deadline extension, been meaning to make a couple maps for this but have been caught up in other projects.

 

Will avoid using a custom animated texture this time though, it really eats up a lot of data!

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  • 2 weeks later...
3 hours ago, Hitboi said:

...the deadline ended.

And the latest post on April 18 doesn't even contain something to move the project even a bit forward lol

As the time showed, the challenge doesn't attract that much mappers to fill up a megawad, so I think the rules of the challenge have to be somewhat softened to actually do that

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4 hours ago, Hitboi said:

Is this project still alive?
I mean the latest post is on april 18 and the deadline ended.

 

On 4/6/2021 at 12:24 PM, Walter confetti said:

Mh... Almost a month passed and no new levels except for the 11 already done, so I'm thinking to change some stuff here:

 

First, I'll make you use only a iwad instead of the original two (TNT maybe, since there's already a much more known project for Plutonia), the themes choice will still be the same with the introduction of a free theme for the remaining episode, I'll have to see how to arrange them

 

The second change is that I'll move the deadline to June, so there will be more time for you to finish or make a map for this.

 

 

While it is true there hasn't exactly been much traffic perhaps due to unique restraints, I agree with Horus to the fact that the set could be released as an 11 part miniwad or more - there certainly is no shortage of 32 map-megawads and perhaps the size is thematically fitting as well as time friendly. My point is, that this project needn't need more maps really although that is not to say some more before June wouldn't be appreciated :)

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24 minutes ago, Walter confetti said:

Yes! Make any map you want!

Ok

Note about mudicetextdef.wad: it's not necessary and TEXTURES won't work in PrBoom+ anyway so it can be removed

Edited by SilverMiner

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(Double posted just to notify)

I'm near the finish line of my map (yes, I'm starting to map faster)

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Map name: No one can hear you scream >:) (aka you cant scream lol)
Map slot: Map 19
Music: "Lets Kill At Will" by TeamTNT (from TNT Map11: "Storage Facility")
Size: 62.8 kb
Format: Boom
Difficulty settings: Yes 
Based on: TNT Map07 "Prison" version

Theme: 1 (in name only) and 3 (?) (starving resource management)

(download link deleted, check a newer version)

Screenshots:

Spoiler

47YYssD.png

 

Edited by Hitboi

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45 minutes ago, Walter confetti said:

Well,this type of project obviously needs some sacrifice for the final product...

Sacrifice what?

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