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"Full Moon" a 1 Hour Speedmap Community Project and Finale of the "Time-Trilogy (Closed)"


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Just now, xScavengerWolfx said:

My question is this: is there any theme we need to go by or can it be anything? 

anything

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44 minutes ago, Dubbag said:

anything

Ok, just checking.

 

Edit: I can't, i've tried whipping a map out to show off but i can't make a map super quick. So i'm going to pass sorry man.

Edited by xScavengerWolfx

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2 minutes ago, 1Destro3456 said:

My time is up, time for some bug fixing, I'm not even sure how the hell @myolden did that beast from that hour and I barely could get monsters or anything in lol

 

Hotkeys and copy/paste. All of my boom scripts in this map were made once, then copy/pasted with the linedefs changed where required. I've also been doing a bunch of speedmaps since February so I've gotten into the groove of it, but this is the first 1 hour speedmap I've done. 1 hour of mapping is intense.

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5 minutes ago, LindaIsHere said:

Can I claim a spot in advance and then make a relpy when I start mapping?

If all the spots aren't taken and all requirements are met, anyone's map WILL be accepted. But there is no "Holding a spot for anyone". Maps are going to be organized in terms of difficulty as well.

Edited by Dubbag

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Just now, Dubbag said:

If all the spots aren't take and all requirements are met, anyone's map WILL be accepted. But there is no "Holding a spot for anyone". Maps are going to be organized in terms of difficulty as well.

gotcha, next time I have an hour of time to myself I'll hammer out something

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2 minutes ago, The BMFG said:

https://www.mediafire.com/file/y6qw5rjowqzru1s/worldsmostrushedmap.wad/file

Worlds Most Rushed Map

i had bigger plans for it but the time limit stopped me 

i still like how it came out though

i was heavily inspired by maps made from the oblige map generator 

idk which map slot this will be put in

SHIT! I JUST REALIZED YOU CANT TELEPORT BACK. would it break the rules if i were to fix that bug?

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1 minute ago, The BMFG said:

SHIT! I JUST REALIZED YOU CANT TELEPORT BACK. would it break the rules if i were to fix that bug?

Absolutely not, Doesn't count towards time go ahead :)

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Just now, Reelvonic said:

is this going to be limit removing or like as vanilla as prboom gets

vanilla all the way bro! :)

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^ That's somewhat confusing. The OP states "PRBoom[+] compatible", which could be interpreted as allowing the usage of Boom features. I'd recommend picking a complevel you want the project to target. If you want the project to truly be vanilla, you'd target DOS/Chocolate Doom, but I'd suggest not doing that.

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2 minutes ago, AD_79 said:

^ That's somewhat confusing. The OP states "PRBoom[+] compatible", which could be interpreted as allowing the usage of Boom features. I'd recommend picking a complevel you want the project to target. If you want the project to truly be vanilla, you'd target DOS/Chocolate Doom, but I'd suggest not doing that.

 

Yeah my map uses all sorts of Boom features.

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1 minute ago, Reelvonic said:

@The BMFG possible bug but when you lower the lift in the second room, everything lowers

 

dont do that for me. i wonder whats making that happen

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2 minutes ago, The BMFG said:

dont do that for me. i wonder whats making that happen

hmm what port are you testing with

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We really need to test these maps in the proper source port.

 

Since this is a Boom mapset, it needs to be tested in PrBoom+ or any of its derivatives (GLBoom+ or DSDA-Doom), with the "-complevel 9" command line parameter. The downloads for these source ports are available on Doomworld, in the Source Ports category. Really easy to get them set up if you use ZDL.

 

Not GZDoom. Treat it as a secondary or tertiary target port.

Edited by Dunn (& Dunn)

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2 minutes ago, The BMFG said:

i cant find out how to fix the tele problem. can someone help me with this?

 

whats the problem?

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4 minutes ago, The BMFG said:

i cant find out how to fix the tele problem. can someone help me with this?

 

 

I played your map, I encountered a bug when using prboom:

1. The lift in the second room doesn't seem to want to activate. Changing the linedefs to 13391 should fix that.

2. For the teleport back, just add a second teleporter that hidden by a door with sector tag 3 that takes you back to the second room. Make sure both teleporters are repeatable as well.

Edited by myolden

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7 minutes ago, myolden said:

 

I played your map, I encountered a bug when using prboom:

1. The lift in the second room doesn't seem to want to activate. Changing the linedefs to 13391 should fix that.

2. For the teleport back, just add a second teleporter that hidden by a door with sector tag 3 that takes you back to the second room. Make sure both teleporters are repeatable as well.

changing the linedef actions did nothing. that number isnt even an actual action

Edited by The BMFG

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2 minutes ago, The BMFG said:

changing the linedef actions did nothing. that number isnt even an actual action

 

Are you mapping in Boom format or Doom format? Because in Boom that linedef action is a General Lift action.

image.png.d8cec60271204d0e88fad237e1d5af6a.png

Edited by myolden

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2 minutes ago, The BMFG said:

changing the linedef actions did nothing. that number isnt even an actual action

action 97?

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Just now, myolden said:

 

Are you mapping in Boom format or Doom format? Because in Boom that linedef action is a General Lift action.

doom 2 format. also sector tag 3 is already taken by a door and switch

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Just now, The BMFG said:

doom 2 format. also sector tag 3 is already taken by a door and switch

 

You'll either need to make a switch lower that lift, or switch to Boom format and use the linedef I provided above. Also, using tag 3 for the teleporter makes it open when the player hits the switch to reveal the blue skull key.

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