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Everyone should speed map: what I learned from 30 minutes and 25 monsters


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@Dusty_Rhodes fun little map. The ending could have been bad for me if the last monster wasn't asleep at his post 😜

 

 

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41 minutes ago, Clippy said:

@CBM an interesting concept but a little bit annoying to have to constantly come back up for air haha

LOL!

 

Well I guess it could be more fun if it was somehow possible to turn off the default air requirements for swimable sectors in UDMF maps..

 

I didn't catch the missing textures. I may fix it if I can find a way to avoid the air thing (maybe a rad suit? I will have to test it)

 

EDIT - fixed version for those who might wish to try it

(missing textures fixed - I hope and tons of rad suits added - they also work as diving suits it seems... atleast for a while)

 

dive-into-e1m1_fix.rar

Edited by CBM

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2 hours ago, CBM said:

LOL!

 

Well I guess it could be more fun if it was somehow possible to turn off the default air requirements for swimable sectors in UDMF maps..

 

I didn't catch the missing textures. I may fix it if I can find a way to avoid the air thing (maybe a rad suit? I will have to test it)

 

EDIT - fixed version for those who might wish to try it

(missing textures fixed - I hope and tons of rad suits added - they also work as diving suits it seems... atleast for a while)

 

dive-into-e1m1_fix.rar

If you wanted to give infinite air, you could use Boom. It doesn't have true 3d but using colormaps and silent teleporters you can create convincing underwater areas. They just don't have an air feature. 

 

A good example is BOOMEDIT.WAD

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3 hours ago, Cilian said:

That's an interesting experiment, thank you for sharing. I think it can easily apply to any form of art, to force something out of yourself and continue working on it with more interest and motivation. I'll make sure to try time limitation one day to get at least something done, I often just sit and feel like I have no good ideas and leave

I played your map and I think it's not that bad for thirty minutes, I just wish it was a bit more challenging. I'm not a speedrunner at all but did it in 22 seconds on second attempt

Yeah it's a little easy and very short, but I've never speed mapped before. I admit, it's ugly and doesn't play very well. But it was a solid experiment. 

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2 hours ago, Clippy said:

@Dusty_Rhodes fun little map. The ending could have been bad for me if the last monster wasn't asleep at his post 😜

 

 

Thanks for playing! Even though I had an hour, I'm still not super impressed. I wanna get a few more of the Rhodes series out, then make a redux version. You know something more polished and expanded on. 

 

I'm a little disappointed you didn't like my attempt at 3D. I get it was a little jank (definitely due to that being added at the end of an hour) but I was so proud of it. And I never had a caco stuck in there, despite all my testing. Oh well. I'm really glad you Idcleved to the map, as it plays just how I want to when played by pistol start. Too easy in continous play. And you didn't find the secret! I admit, it wasn't a well designed secret, I just kind of slapped it together. Even an hour isn't very long to develop a map. Although, I did at least try with the lighting. 

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6 minutes ago, Dusty_Rhodes said:

Thanks for playing! Even though I had an hour, I'm still not super impressed. I wanna get a few more of the Rhodes series out, then make a redux version. You know something more polished and expanded on. 

 

I'm a little disappointed you didn't like my attempt at 3D. I get it was a little jank (definitely due to that being added at the end of an hour) but I was so proud of it. And I never had a caco stuck in there, despite all my testing. Oh well. I'm really glad you Idcleved to the map, as it plays just how I want to when played by pistol start. Too easy in continous play. And you didn't find the secret! I admit, it wasn't a well designed secret, I just kind of slapped it together. Even an hour isn't very long to develop a map. Although, I did at least try with the lighting. 

 

This is good for an hour my friend. I'm a very slow mapper so I can never pull this off

 

I also only map in Doom 2 format so I'm not familiar with these other techniques. Sorry I didn't like the 3d but that's the case in all my experiences - it always causes weird unfair scenarios and in this case the chain Gunner could have picked me off by just popping up unexpectedly. It's always jarring to see an empty room that instantaneously populates. And then things appear and disappear as you pop in and out. 

 

Anyway good times I like the use of the berserk pack - short and sweet little map

Edited by Clippy

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8 minutes ago, Dusty_Rhodes said:

Yeah it's a little easy and very short, but I've never speed mapped before. I admit, it's ugly and doesn't play very well. But it was a solid experiment.

I think it's pretty cool that you can make something playable so quickly, I think it's inspiring to just build something, draw or whatever. Polish and improve later, just get something done because you're worried about timer more than your expectations.

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1 hour ago, Cilian said:

I think it's pretty cool that you can make something playable so quickly, I think it's inspiring to just build something, draw or whatever. Polish and improve later, just get something done because you're worried about timer more than your expectations.

 

1 hour ago, Clippy said:

 

This is good for an hour my friend. I'm a very slow mapper so I can never pull this off

 

I also only map in Doom 2 format so I'm not familiar with these other techniques. Sorry I didn't like the 3d but that's the case in all my experiences - it always causes weird unfair scenarios and in this case the chain Gunner could have picked me off by just popping up unexpectedly. It's always jarring to see an empty room that instantaneously populates. And then things appear and disappear as you pop in and out. 

 

Anyway good times I like the use of the berserk pack - short and sweet little map

Thanks guys.  And yeah, berserk just makes levels more fun.

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So rather than making a new thread, I decided to take Dusty up on the suggestion that everyone should speedmap..  so I set myself up for a maximum of 1 hour 15 minutes from the first linedef to the final tag placement.  Including all texturing, tags, tricks and traps.

 

So, my very first speedmap.

Format: Ultimate Doom (vanilla compatible)

Tested on: Sprinkled Doom

ohmybeige.zip

 

Includes a dehacked (should work) and umapinfo lump for your relevant source ports.

Edited by Gibbon
clarification on dehacked

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Ooh an Ultimate Doom map <3

 

It's not bad...definitely made good on the beige promise lol.  The default DB2 textures are a bit of a turnoff but, well, saves time on texturing this way I guess :p Though I like the look of the exit room.  Pretty fun at first with so many closet traps and monsters chasing me around the map, though the baron cleanup at the end sapped some of the excitement.  The level is pretty flat and linear, so I'm not sure it has much replay value.  Would love to see more speedmaps from you and everybody (I've got plans for a whole bunch more myself)

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5 minutes ago, Stupid Bunny said:

Ooh an Ultimate Doom map <3

 

It's not bad...definitely made good on the beige promise lol.  The default DB2 textures are a bit of a turnoff but, well, saves time on texturing this way I guess :p Though I like the look of the exit room.  Pretty fun at first with so many closet traps and monsters chasing me around the map, though the baron cleanup at the end sapped some of the excitement.  The level is pretty flat and linear, so I'm not sure it has much replay value.  Would love to see more speedmaps from you and everybody (I've got plans for a whole bunch more myself)

Thanks!

 

Agree with the Barons, Doom 1 really does limit you a bit more than I'm used to.  I usually spend about a month on maps, so anything less is a speedmap for me :D

 

Definitely good practice to get something fun in that time, I'm not used to it at all.

 

Edited by Gibbon

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@GibbonGibbon_Biege_demo.zip

 

Here's a demo, that was really fun! I recorded it on PrBoom+ on Ultimate Doom compatibility. Even though the visuals were limited, you did use some lighting variation, which is always good. The texturing wasn't bad, a little generic, but you made the whole thing in an hour. You definitely get a pass on that haha. The traps were great, engaging and fun. I liked the use of Doom monsters and Berserk always makes a map more fun. I'd really like to see some more from you. And sorry for missing your CT Map27, I'll make sure and check it out tonight.

 

Good job.

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Good ol baron punching thank u Gibbon. There is that weird bit behind the door looking out from the ending room, I thought i was trapped!. Maybe you set midtexture to the door? Either way, fun little map

 

 

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Argh yes I must have by accident.  I never tested getting out of that room.

 

Put it down to the 60 minutes I gave it :)

 

Nice demo, Baron punching is an art form!

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3 hours ago, Gibbon said:

Argh yes I must have by accident.  I never tested getting out of that room.

 

Put it down to the 60 minutes I gave it :)

 

Nice demo, Baron punching is an art form!

An art form I'm terrible at!

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5 minutes ago, Dusty_Rhodes said:

An art form I'm terrible at!


Yeah me too (in spite of building a level half around it), I probably would’ve had a better time if I didn’t suck at it :p

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RLT.zip

 

Hey all, here's Rhodes03! Make sure to IDCLEV to Map03 and play with Boom compatibility (complevel 9 in PrBoom ports, Boom (Strict) in ZDoom ports, or just play in ReBoom :D).

It's a little harder, and maybe too RNG based. But overall, pretty fun in my opinion. 

This one is a real victim of speedmapping, I think it could really be a great map with further development. I will certainly come back and make it better. I also cleaned up the wad by adding embedded credits and CWILV## lumps, which I think were missing for Map02 and Map03. Music for Map03 is Havana Smooth from Rise of the Triad.

 

I was kind of going for an early 2000s visual style. They all seemed to take a lot from Alien Vendetta and Mordeth Episode 1 in that they use a lot of brown stone, brick, and rock textures, grass and gravel flats, and lots of tech lights and candles. Also just now realizing I took the screenshots when playing the map apart from the complete wad, so ignore the wrong sky. Hope you guys like it.

 

Oh and @Clippy if you want to know where my secrets are, look for out of place candles :D.

Enjoy some screenshots.

 

 

doom45.png

doom44.png

doom43.png

Edited by Dusty_Rhodes

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33 minutes ago, Dusty_Rhodes said:

RLT.zip

 

Hey all, here's Rhodes03!

Caught this as I was going to bed, kept me up another 15 minutes because I got invested in the silly (good kind of silly) flow. It's kind of like an un(?)intentional BFG clean-up simulator. Here's a UV-Max run through: rlt03m108.zip

 

I saw this thread when it was posted originally, but it eluded me that it had become a small hub for speedmap posting and playing. I'll definitely check out the rest of this thread this weekend.

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13 minutes ago, Biodegradable said:

Oh man I had a lot of fun watching that. On map02's fake 3D: it was a mistake for how small the building is. If it were larger I could make it more convincing and less ambush-y. That way the player wouldn't backpedal, breaking the room over room effect. I love that you said the music was interesting, I thought that meant you didn't like it, but you turned it up. Gave me a little chuckle. Really happy you found map02's secret as well.

 

As for map03, sorry it was so frustrating. The design is that you make a left and let the courtyard area infight, use the chaingun to kill the zombies, use the rocket launcher to kill the Bruiser Brothers, BFG for the Pain Elementals and Cybers. Then when you get to the Spider, take a right to the island with a candle on it for a really fun telefragging secret. Do it right an end the map with 200 health and armor and 300 cells. This is actually my favorite level, as I love mapping for outdoor areas. For a 30 minute build time I'm really proud of it, despite it's glaring issues. I think this has the most potential to be a fun level and I fully intend on revisiting it in the future. Just needs refined progression. Also RoTT music rocks haha.

 

I'd really like to see you replay it with a plan, as I think it's pretty fun when approached correctly. So Bio, I challenge you to UV-MAX it.

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9 hours ago, MegaZzZeux said:

Very nice sweet little map(s)!

 

EDIT: didn't realize there was more than 1 already.

Thank you! It's been quite fun. I'm glad you like.

9 hours ago, Maribo said:

Caught this as I was going to bed, kept me up another 15 minutes because I got invested in the silly (good kind of silly) flow. It's kind of like an un(?)intentional BFG clean-up simulator. Here's a UV-Max run through: rlt03m108.zip

 

I saw this thread when it was posted originally, but it eluded me that it had become a small hub for speedmap posting and playing. I'll definitely check out the rest of this thread this weekend.

Wow man that was an awesome demo! You played it just how I wanted it to be played and are a very talented Doom player. Really glad you got the secret, I thought it was really fun. Good job!

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On 11/26/2021 at 3:37 PM, Gibbon said:

So rather than making a new thread, I decided to take Dusty up on the suggestion that everyone should speedmap..  so I set myself up for a maximum of 1 hour 15 minutes from the first linedef to the final tag placement.  Including all texturing, tags, tricks and traps.

 

So, my very first speedmap.

Format: Ultimate Doom (vanilla compatible)

Tested on: Sprinkled Doom

ohmybeige.zip

 

Includes a dehacked (should work) and umapinfo lump for your relevant source ports.

Here's my demo:

beige.zip

 

Recorded with LZDoom.

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woodcrawl - speedmap for vanilla doom 2 >> tested with doom2.exe v.1.9 in dosbox

 

Spoiler

woodcrawl4.png
woodcrawl3.png
woodcrawl2.png
woodcrawl.png

 

download:

woodcrawl

Edited by CBM
download link updated, bugfix made + added lights

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1 hour ago, CBM said:

woodcrawl - speedmap for vanilla doom 2 >> tested with doom2.exe v.1.9 in dosbox

 

  Hide contents

woodcrawl4.png
woodcrawl3.png
woodcrawl2.png
woodcrawl.png

 

download:

woodcrawl

Wood maps, very cool. I'll be keen to play this.

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