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The 10x10 Project -cl9 [/idgames]


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I'll have to give this a look, loved the stuff you did in 2048 and HFFM.

 

Speaking of Captain Mozzarella, anyone heard of him? Seems he vanished. :(

EDIT: He came back :D

Edited by ChopBlock223

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Congrats on release, I look forward to the next 5. Really nice texture/flat combos - especially map 4's panbook/nukage combo, which is goes together very well and has a pretty unique aesthetic. I played a bit of the secret map and had fun with it and enjoyed it's crazy nature.

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Also played this myself last night, and an excellent little set of maps.

 

The only parts that was a bit too crazy was that final ambush with a gazillion imps in the [zoomer girls] level, the chamber of which incidently reminded me of the Shodan boss fight of System Shock II. Also, sometimes I felt I was wandering around looking for switches a bit too much in the library since they were hidden in the books quite frequently (which was a cool idea in concept, but kinda annoying in play).

 

Your next challenge should involve using textures that don't as obviously go together, and make sure you get FIREBLU in there, lol. XD

Edited by eharper256

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 @matador Thanks again for playtesting.

On 11/17/2021 at 1:23 AM, eharper256 said:

 

Yeah, good thinking, I plan on doing this. I have like twenty-four other "palettes" I've come up with, some of them more experimental than others. Some palettes just inspire me more than others and those are the maps that get finished.

@Biodegradable Thanks for the video. I'd suggest playing on a lower difficulty instead of raging through it though.

Edited by lunchlunch

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10 hours ago, lunchlunch said:

Yeah, good thinking, I plan on doing this. I have like twenty-four other "palettes" I've come up with, some of them more experimental than others. Some palettes just inspire me more than others and those are the maps that get finished.

Cool, I look forwards to those levels. Might be a fun idea for a community project to post all the palettes.

 

Regarding the imp surge in Zoomer Girls, its good you've rebalanced that: I also had to resurrect myself twice there, even though I did the rest of the mapset without a death (on HMP). Though in my case it was running dry of mana for my Agnus Abyssus mid-fight and then being tag-teamed by three Elite Imp variants, due to my modded play. Scythe 1 happens to be one of my old favourite packs though the difficulty spike is not a good thing that should be emulated. XD

 

Still, like I mentioned before, overall it was a fun set. I might get around to replaying it with a vid at some point.

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On 11/17/2021 at 5:38 PM, lunchlunch said:

Thanks to everyone that's checked this out. Thanks again @matador for your help playtesting.


No problem, man. They were fun to playtest and I'm looking forward to the next batch. Very curious what the next batch of texture/flat combos will be. I agree with @eharper256 that I'd like to see FIREBLU pop up in the future. I always liked GRAYVINE, so it'd be cool to see that one too.

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Wow! Really nice creativity using a few textures!

 

I started playing using DSDA, but because of a funny event (image), I decided to play in coop mode to replicate what happened and several things started to break =X

 

I know this wad was made with single player in mind, but I liked it so much that I had to play coop to show that it is not necessary to have many textures to create a good maps.

 

Spoiler

I was on MAP01, I ran to SSG and listened to the door closing. The door did not fully close because an Imp got stuck, so I could leave without activating the button to open the door.

 

2AkHakD.png

 

After that, I thought: "hum ... I'll start using this in all the traps..."

 

Several other maps began to break because I made a monster stand under the door so I can escape the traps.

 

Killing the monster from outside the trap, the door closes and I could no longer progress.

 

So I decided to go to Coop mode where it was easier to occur.

 

Sorry for break your maps!

 

I collected information about what kill the map progress on singleplayer/coop using this dirt trick

 

Spoiler

map01: SSG area. Player outside the arch's trap can progress but without 100% kill and SSG.

 

map02: Player at start area can't progress if another player cross the line 2790 and closes sector 110.
map02: Player outside the arch's trap (yello key) can't progress if another player cross the line 433 closing sector 181 and dies.

 

map03: Bars at yellow skull area will kill progress for another player outside this trap, because they can't reach the yellow skull.
map03: Player outside red key area can't progress if the player in red key area dies.

 

map04: Player at start area can't progress if another player cross line 1148 closing sector 139 and dies.
map04: Bars after using yellow key (to the plasma area) can't be opened from outside the trap and players at start area can't progress.
map04: Door to blue key area closes after a player cross the line 2183. Player outside this area can't progress.
map04: Blue door only can be opened once. Player outside the red key area can't progress.

 

map05: Yellow skull door can only be opened once. Players outside blue skull trap can't progress.
map05: At the final battle, all door are closed. Players outside this area can't progress at all.

 

 

 

 

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@eharper256

On 11/18/2021 at 1:45 AM, eharper256 said:

 

No, the imp surge has not changed on UV, it's just less chaotic on HMP. I took the time to implement and balance the lower difficulties so I'd recommend anybody having trouble with this map drop down to HMP.

Edited by lunchlunch

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(shrug) Your dialogue there implies you took some extra time to balance it.

Quote

I took the time to implement and balance the lower difficulties so I'd recommend anybody having trouble with this map

But I guess I took it out of context as a whole. One of those funny things about reading things on the internet.

 

Personally, I'm of the opinion that DW is too skilled for its own good and many maps in the 2010s onwards are getting a bit out of hand towards micro-slaughter for those of us that aren't very good at FPS to begin with, lol (I never play on UV except for on the Vanilla iwad levels, for example). But I'm not opening that can of worms on your topic, we're not here for that, haha.

 

Looking forwards to that FIREBLU level!

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I played first 5 maps. And i have to notice: this is impressive work for visuals with such restrictions. I envy your flow of thought in geometry creation.

Fights are quite hard, completely fair. Progression is the only thing i can complain of. There were a few moments where i been lost completely ;) Maybe the thing is in better accenting of important parts of map.

But anyway it's creative work.

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  • 3 months later...

UPDATE March 03, 2022- Release Candidate 1 is out, with five new maps. Feedback welcome, some maps and some difficulties have been playtested more than others.

Edited by lunchlunch

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Congrats on the full release. I still need to get you a demo for the secret map and the last two sometime. Already had a peek at Map 9, curious to see what Map 10 is like.

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Yes, lunchlunch, for some reason I just thought you didn't have those graphics yet. But I'm going to send you some proposition soon if I see that I can come up with something you may find worth using.

 

First proposed improvement: old vs new interpic

It has better scaling, framing, slightly changed colour, mirrored for the sake of composition with the score board.

Spoiler

Ck03Rlu.png

atG4c9B.png

 

Second proposed change: new TITLEPIC and M_DOOM

The old menu is really well made but it struck me as unpleasant to look at. I'm an advocate of restrained use of brown and grey in Doom so I tried to come up with a stylish alternative. Maybe it's too abstract for your taste, maybe not. Let me know. BY: LUNCHLUNCH is merged into M_DOOM because I think it's much better when wads separate text from the artwork. The offsets I used are 95, 5.

Spoiler

Z4u1fsV.png

j0iTGSx.png

 

Files:

TITLEPIC.png.167dd72fa3449319c9be14559529d3e3.png

M_DOOM.png.00108dd8935cd1e06d9d6334970b5ffe.png

INTERPIC.png.4e280c84b131b7ab57b6fabd807e4f6a.png

 

Edited by game

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On 3/4/2022 at 2:29 AM, lunchlunch said:

UPDATE March 03, 2022- Release Candidate 1 is out, with five new maps. Feedback welcome, some maps and some difficulties have been playtested more than others.

Is the FIREBLU level here?!? (goes to download)

EDIT: I was overdue doing a video for this anyways, so here's me replaying maps 2 & 3 of the RC1 release using Walpurgis :

 

As you might notice, I do come across one HoM error in Map 3. Can't recall if that was there before. And yes, I was impatient in Map 3 and jumped at the key at the end lol (I then pressed the switch that lowered that pillar anyways afterwards though).

Edited by eharper256

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On 11/15/2021 at 2:50 PM, lunchlunch said:

UPDATE March 03, 2022 - Release Candidate 1 is out, with five new maps

 

10x10 is a modest set of 10 BOOM-compatible maps made as mapping exercises in which I restricted myself to using ten stock textures and ten stock FLATs in each (with some universal textures such as switches, doors, DOORTRAK, lights, etc.). Pistol starts are intended but I won't put a gun to your head. Starts out at Plutonia difficulty then starts worshipping Killer5 and Insane Gazebo later on (but still easier than their stuff). There is also a secret map I expect to be unpopular.

 

New Screenshots:

  Reveal hidden contents

 


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Old Screenshots:

  Reveal hidden contents

 

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Credits: Captain Mozzarella for the Cyberdemon sprites.  Playtested by KineticBeverage, Maribo, Matador, and a dozen /vr/ anons. See txt file for MIDIs.

Tested with: DSDA DOOM

Software Rendering recommended

Uses UMAPINFO

 

DOWNLOAD: https://doomshack.org/uploads/10x10.zip

10x10 V1.1

10x10RC1.zip

played the earlier release last week. Amazing use of the textures. One of my faves. Gonna play the new release now. 

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Sure thing, I'm glad you like it. Does the logo look good with your TITLEPIC? I didn't check so I might have to look into it later.

 

On 3/5/2022 at 2:30 PM, eharper256 said:

Is the FIREBLU level here?!? (goes to download)

EDIT: I was overdue doing a video for this anyways, so here's me replaying maps 2 & 3 of the RC1 release using Walpurgis :

 

Gotta admit, this wad looks perfect for your Walpurgis and high res textures. I might even download those textures one day. Amazing video.

Edited by game

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1 hour ago, lunchlunch said:

@eharper256 Your FIREBLU map is in slot 06 :) I was also sure to combine it with textures I wouldn't necessarily expect to work together, as per your suggestion. Cool video, kind of surreal seeing it played with that HD texture pack, that was neat. Along the same lines, I just checked out the maps using freedoom's textures after a /vr/ anon suggested it, kinda fun. Looks like HNTR is kind of skimpy on enemies in these early levels... Not sure if I ought to change that. By HOM, I assume you're referring to the wooden beam that doesn't extend all the way to the ground. It didn't show up that way in the version of GZDOOM I did a bit of testing with, but I just downloaded a new version of GZDOOM to check this and sure enough, it doesn't extend to the ground. I'll play around with it.

Yep, there were the four pillars in the blood that looked weird.

 

Remember that HNTR ~is~ supposed to be the easy level for a first play, so I think its fine with the current monster quota. Doomworld's average skill level is very high but don't assume that's an average for all doom players. XD

 

Yep, using my own customised version of DHTP Alt + My Smooth Fluids mod does make your maps look very nice.

 

59 minutes ago, game said:

Gotta admit, this wad looks perfect for your Walpurgis and high res textures. I might even download those textures one day. Amazing video.

Thanks!


This texture pack is mostly DHTP Alt, but its my own modified version corrected to work with Wadsmoosh and be more GZDoom compatible. I should probably release it at some point, I'm sure some would appreciate it, as the currently available DHTP Alt version on the net is optimised for very old Zandro builds. You can get the Smooth Fluids mod at the link above though.

Edited by eharper256

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57 minutes ago, lunchlunch said:

 

@johnnyledger1 I have no idea how you stumbled across the wad last week but I'm glad you've enjoyed it, thanks for the mentionation.

i remember playing it last week. I have screenshots and everything. idk where, thought i saw it here. my computer actually says jan 24th is when i took the screenshot. i loved the layout of the textures for each levels intro. and put them on my desktop as screensavers. 

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Played this (RC1) having been recommended it by some guy called Ribbiks. Phenomenal wad from start to end, bravo. I personally think this is easily cacoward worthy.

 

One thing i always admired in the original Sunder was the use of stock textures and going absolutely ham with detailing to create these trippy abstract themes and visuals, something that this wad has in droves. I think you also did a great job of pitching texture 'noise' in these maps correctly, adding to the visual appeal of the detailing without going into clusterfuck territory. The 10 texture and flat limit is a really nice balance and arguably just a good rule of thumb in the first place, giving concise and coherent theming in each map without feeling like an arbitrary limit (some community projects have fallen foul of that).

 

Combat wise this was right up my alley in terms of design and difficulty; good monster usage, lots of variation and i am glad that it wasn't (for the most part) completely ball busting, smashing through everything was super fun. The only fight i got really clapped by was the secret yellow key one in map 7, and weirdly that was probably the only fight i took issue with (ie hope the viles don't troll you, then hella circlestrafing cleanup if they don't? maybe i missed the correct strategy).

 

A custom hud might be the cherry on top here, if that is something you are interested in then hit me up, i'd love to contribute one.

Edited by Scotty

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@Scotty Never thought my favorite mappers would play this, I'm stoked. Sunder was a huge influence so good catch on that. I think I have to alter that secret yellow key fight, that cyberdemon at the back is overkill. I'd totally take a custom HUD!

Edited by lunchlunch

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This was an impressively-detailed set, even without considering the texture/flat restrictions, and quite a lot of fun!

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  • 1 month later...

Just finished this mapset. One of the best ones I've played this year so far.

Spoiler

My favorite map was probably map07, its an amazing zzul homage which has amazing fights and it even fooled me the first time I saw it on A1s's stream. However, maps 07-10 are all absolute bangers.

I really like the platforming sections in this set, they are short and pretty nice to have between rooms/fights.

 

As scotty has already said, this map oozes old school sunder, it's noticeable on the design of some encounters and obviously in the stock texture usage.

 

It's amazing what you've been able to do with such limitations and the combat is as good (and well balanced) as the visuals. This is strong cacoaward material and I can't wait to hear about your next project.

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