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[Community Project] Thirty Monsters Challenge [See you in the other thread!]


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@dacHay, dac? wasnt the time limit the first of april? Like, tomorrow? I have an updated version up on about 30 minutes - an hour. Sorry for disappearing on you all, but ive been swamped with work IRL. :-/

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16 minutes ago, NeedHealth said:

@dacHay, dac? wasnt the time limit the first of april? Like, tomorrow? I have an updated version up on about 30 minutes - an hour. Sorry for disappearing on you all, but ive been swamped with work IRL. :-/

 

Actually we are the first of April, unless I miscalculated somewhere. Also as I mentioned, the deadline is for new submissions and NOT updates (Other than Bobby but he asked nicely ☺). It's fine if you release an update to your existing maps.

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29 minutes ago, Biodegradable said:

it crashes instantly on GZ.

 

Yup, had to run it on DSDA-Doom. Shame, it's one of the best if not my favorite so far. 

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2 hours ago, Biodegradable said:

I wanted to test @antares031's map as well, but it crashes instantly on GZ.

 

 

I've just tried the level with GZDoom, and it also instantly crashes with the latest GZDoom from my side. While I assume that it's a source port-related issue, since DSDA-Doom runs the level with no problem, I'll try to figure out the reason of the issue with GZDoom. In the meantime, you can try the level with DSDA-Doom -cl21.

 

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On 3/29/2022 at 6:18 AM, azerty said:

Map Name: Balsphemy

Author: azerty

Theme: Gothic/Tech

Music: "Dead Machinery" by James Paddock (Jimmy)

Difficulty Settings: implemaented (only pickups change)

Ports Tested: DSDA-Doom

Description: Very short it's mainly one big fight that will give you lots of trouble
Notes: It's hard but short. It's based of a speedmap I made a long time ago but never released. I polished it up a lot and this is the final result I am pretty hapy of what came out.

 

Download: blasphemy.zip

 

Updates:

- Missing monster fixed

 

Screenshots:Screenshot_Doom_20220329_111555.png.e97034959272a47905214084c30b6a37.pngScreenshot_Doom_20220329_111624.png.0263bf8f6ba5142772227354d1c52614.png

 

 

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29 minutes ago, antares031 said:

 

 

I've just tried the level with GZDoom, and it also instantly crashes with the latest GZDoom from my side. While I assume that it's a source port-related issue, since DSDA-Doom runs the level with no problem, I'll try to figure out the reason of the issue with GZDoom. In the meantime, you can try the level with DSDA-Doom -cl21.

 

I've gone as far as launching the map, it lagged inhumanly and may or may not have collision issues. Also fence on the arena is not impassable.

 

Also: Aaagh!

unknown.png

Edited by ViolentBeetle

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4 hours ago, Biodegradable said:

but it crashes instantly on GZ.

 

I tried the latest dev build of GZDoom, and everything worked pretty well... except GZDoom implements the wind effect drastically different than the other source ports, making the third section literally unplayable. :(

 

 

45 minutes ago, ViolentBeetle said:

Also: Aaagh!

 

You're using the outdated version of DSDA-Doom. Please try the latest version.

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7 minutes ago, antares031 said:

You're using the outdated version of DSDA-Doom. Please try the latest version. 

Nah, it's version-independent. It's a rendering thing. Happens when you wander under fake floor under the sky, maybe with other details involved.

 

That's because I fell off the first platform, because fence isn't impassable.

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On 4/1/2022 at 7:44 PM, antares031 said:

Made it with 15 minutes to spare.

 

Map Name: The Belphegorian Trials

Author: antares031

Theme: Three color-coded challenges with their own gimmicks

Music: Tristan Clark - Battle of Chaos

Difficulty Settings: UV only, the rest of difficulties will be implemented in the later version

Ports Tested: DSDADoom 0.24.2 -cl21

Description: Concentration, Precision, and the Race.

Notes: After scrapped the first map, this one is what I've brought. It is not 100% polished yet, but the game on UV should be playable and beatable. The level will be completed with the rest of difficulties within the next two months.

 

Screenshots:

  Hide contents

doom166.png.ef12fc44157f7d81c1354b4c80a10597.png

 

doom167.png.5ce6781b8382e7cf63a508087b62c825.png

 

doom168.png.da4b4a6d1e5de199408979120afdeef2.png

 

 

Download: 30mc_anta_v1.zip

Abosulutely loved it. It's very gimmicky and funny, gave me some good laughs. :D

 

Some problems tho:

I believe you can basically cheese the barrel section with auto aim, just saying.

Scroll floor linedefs are used on multiple sectors, which can cause troubles on gzd because how different it works.

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13 minutes ago, ViolentBeetle said:

fence isn't impassable.

 

The fence in the first arena is impassable only to the player, since it's flagged with MBF21's "block players" option. The fence should work properly, if the source port supports MBF21 with -complevel 21.

 

 

1 minute ago, Nefelibeta said:

I believe you can basically cheese the barrel section with auto aim, just saying.

Scroll floor linedefs are used on multiple sectors, which can cause troubles on gzd because how different it works.

 

It is possible to cheese the barrel section by turning off the autoaim. But the autoaim is the part of the classic doom, so I consider turning off the autoaim is cheating, in this case.

 

I also confirmed that the scrolling floors, especially the wind effect, work completely different with GZDoom. I'll try to figure out the proper way to implement them with that source port.

Edited by antares031

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1 minute ago, antares031 said:

 

The fence in the first arena is impassable only to the player, since it's flagged with MBF21's "block players" option. The fence should work properly, if the source port supports MBF21 with -complevel 21.

You sure about it? I'm using complevel 21, properly and my doom builder is set to MBF21, but "block players" is unchecked.

Is v1 the right version? It's the one I saw scrolling up, I might have missed some.

Edited by ViolentBeetle

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5 minutes ago, ViolentBeetle said:

You sure about it? I'm using complevel 21, properly and my doom builder is set to MBF21, but "block players" is unchecked.

Is v1 the right version? It's the one I saw scrolling up, I might have missed some.

 

 

I've downloaded the v1 from my post, and inspected it from my GZDoom Builder. It's flagged as "block players":

 

1q2w3e.png.7f35d89913d8f0000e26bdfce3345679.png

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1 minute ago, antares031 said:

I've downloaded the v1 from my post, and inspected it from my GZDoom Builder. It's flagged as "block players":

Damn, I feel stupid now. I probably accidentally opened and saved it as Boom at one point and that deleted the flag.

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28 minutes ago, antares031 said:

I tried the latest dev build of GZDoom, and everything worked pretty well... except GZDoom implements the wind effect drastically different than the other source ports, making the third section literally unplayable. :(

 

 

I hope you can find a hotfix for it, fam. 

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3 hours ago, antares031 said:

I've just tried the level with GZDoom, and it also instantly crashes with the latest GZDoom from my side. While I assume that it's a source port-related issue, since DSDA-Doom runs the level with no problem, I'll try to figure out the reason of the issue with GZDoom. In the meantime, you can try the level with DSDA-Doom -cl21.

 

From just quickly inspecting the map and from @Biodegradable's video showing off the crash, I think what's causing this to happen is the new MBF21 line scrollers (actions 1024, 1025 and 1026) which cause GZDoom v4.7.0 to crash upon trying to load the level. I ran into a similar issue when I was creating an MBF21 episode myself, and removing those lines stopped GZDoom from crashing. Bit annoying, but I suppose if it's fixed in the devbuilds, then that could just be noted in the OP and download file that GZDoom needs to use a recent devbuild.

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I did some testing on my end, and I can confirm the crashes are fixed on the most recent GZDoom dev build. The map is still very unstable on that specific port, specifically with multiplicative push actions - both for the race segment and the cyber fight not bouncing the rockets properly. For now the map seems to be fine in DSDA-Doom, Woof and Eternity.

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On 3/29/2022 at 8:32 AM, ViolentBeetle said:

At last! I have managed to gather together enough energy to speedmap something.

doom119.png

Map name: Blood Basin

Author: ViolentBeetle

Theme: Natural/Hell

Music: Hey There, Moonbeam by Cammy and Lippeth

Difficulty levels: Implemented, mostly through different pickups.

Ports tested: PrBoom+ mostly, DSDA-Doom

Description: Short map made out of blood and rock, split into 3 distinct fights

Notes: In terms of difficulty, I can beat it semi-consistently saveless. Are we doing custom skies? I'd like something red and dusky.

Re-uploaded properly

 

Update: Replaced link and deleted old file.

Update 2: Replaced wad again, improved aesthetic.

 

 

30mc_ViolentBeetle_v3.7z

 

All the monsters decided to be friends and messed up my schemes 

 

 

 

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On 3/6/2022 at 2:27 PM, Death Bear said:

Map Name: Ursine Complex

Author: Death Bear

Theme: Nukebase

Music: "You're Winner" by Lippeth

Difficulty Settings: Yes. IDT I broke the individual monster limit rule, but bigger boys that I put in UV, some are swapped out in lower difficulties. Also included CO-OP Starts.

Ports Tested: dsda-doom 0.24.1, GZDOOM 4.7.1

Description: Small little Techbase with Nukage. Lots of green, warning strips, and flashy lights. Just like I like 'em. 

 

30mc_deathbear_v1.zip

 

This map doesn't actually appear to be that hard but I still botched it anyway 

 

 

 

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12 minutes ago, Clippy said:

All the monsters decided to be friends and messed up my schemes 

Yeah, that happens. Generally proper play is to cross the bridge before mancs walk out of their pens, and then kill the mancs on the rocks with rockets and collect shells for clean-up, though it's not obvious for first time player.

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40 minutes ago, Clippy said:

 

This map doesn't actually appear to be that hard but I still botched it anyway 

 

 

 

Thanks, Clippy! Think this might have been the original version and not my update, but I'll check on it. That door should've been repeatable.

EDIT: NOPE! I still fkd that up. Here's an Update @dac
https://www.mediafire.com/file/qgmv16aplktygmq/30mc_deathbear.v3.zip/file
 

Edited by Death Bear

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On 3/22/2022 at 3:59 PM, LordEntr0py said:

https://www.dropbox.com/s/9gds7l86kdqs54a/30mc_LordEntr0py.1.0.0.wad?dl=1

Map Name: Contamination Station

Author: LordEntr0py

Theme: Toxic Techbase

Music: Ripsaw, by James Paddock

Difficulty Settings: Not implemented, yet (I'm assuming we still need to have 30 monsters at all difficulty levels? Assuming so, I'll change a few monsters down and provide more ammo/earlier weapons at non UV difficulties

Ports Tested: DSDA, GZDoom, ZDoom (for backwards-compatibility, I included an "old-school" death exit which will trigger if the the newer DSDA insta-death level-end sector effect isn't recognised)

Description: Fairly fast-paced, interconnected little toxic techbase level.

Notes:

  • I spent a good 20 minutes agonising over where to put the 30th monster. I could have just dropped an extra imp in, but wanted it to add some meaningful, gentle pressure without just banging another Revenant in there. In the end, I added the sole pinkie and I think it's well-placed.
  • If you find what looks like a minor sequence-break (deliberately being cryptic here), it was unintentional at first, but I decided it was extremely minor and I kinda liked it as a strategy, so it remains in place.

 

 

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  • 2 weeks later...

@dac Had some time and took the chance to put out another minor revision to my map, as I felt aesthetically it was no longer up to my current mapping standards. No gameplay changes (aside for the addition of some shells), just general light gradients and beautification.

 

30mc_thelokkv5.WAD

Edited by Thelokk

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I'm hard at work putting proper difficulty levels into my second map "Slightly Shaken". Yay! 🥳 (Thank the Gods I have finally found some time to map 😅)

 

Update April 23 - I am hoping to upload the final version of Slightly Shaken late tomorrow 🤞 Cheers!

Edited by JaySmithen

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I don't really think I have much to do on my map? Everything works pretty much. (Do please tell me if you find bugs though)

Edited by Roebloz

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Howdy everyone! I've finished working on Slightly Shaken (Unless someone notices something I didn't lol) I will put the download link here but I also updated this post to include the latest version. I changed up the secret area quite a bit, in fact it's no longer a secret area. I hope the two new secrets are better, but you still get very little reward for finding them 😁Cheers!
Thank you for hosting this @dac, I never understood why anyone would make a vanilla, BOOM or MBF21 map when UDMF is so robust, but now I get it 😀👍
P.S. Thirty monsters is one sweet hell of a challenge 🤣
 

30mc_JaySmithen_2_v6.7z

 

 

 

Edited by JaySmithen
I noticed something so, new version :)

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