Jump to content

32 KILOBYTE 16 MAP MEGAWAD


Recommended Posts

This is better than I expected to be honest. It's obviously limited but the gameplay is solid. Worth checking out if you enjoy other wads with heavy mapping constraints.

Edited by Shepardus

Share this post


Link to post
1 minute ago, Dusty_Rhodes said:

How did you get the wad to be so small?

As stated in the post above, every single map is only 2 Kilobytes in size. and thusly has very limited linedefs, objects, and size.

Share this post


Link to post
2 minutes ago, Breadbunbun said:

As stated in the post above, every single map is only 2 Kilobytes in size. and thusly has very limited linedefs, objects, and size.

I see. I didn't understand if you had used some sort of compression or something. Very cool idea.

Share this post


Link to post

Getting Swift Death vibes from this. Maps 7, 8 and 11 are so fucked I needed to do multiple demos just so any one of them wouldn't get too long for ya lol. Good wad.

My FDA playthrough in DSDA-Doom 0.23.0
pfft.zip

EDIT: Oh right, MAP16 can't be demoed

P_LoadSegs: compatibility loss - seg 6 references a non-existent vertex 10
Demo recording on levels with invalid nodes is not allowed

Something messed up when node building the map? It can be played just fine without a demo.

Edited by Xyzzy01

Share this post


Link to post

The gameplay is surprisingly satisfying, the concept has great potential to me ! Though I'm sure with no weight restriction, and so no graphical restriction too, the maps could be a bit more attracting and gain some points :D

Edited by Briøche

Share this post


Link to post
12 minutes ago, Xyzzy01 said:

Getting Swift Death vibes from this. Maps 7, 8 and 11 are so fucked I needed to do multiple demos just so any one of them wouldn't get too long for ya lol. Good wad.

My FDA playthrough in DSDA-Doom 0.23.0
pfft.zip

EDIT: Oh right, MAP16 can't be demoed


P_LoadSegs: compatibility loss - seg 6 references a non-existent vertex 10
Demo recording on levels with invalid nodes is not allowed

Something messed up when node building the map? It can be played just fine without a demo.

I was actually have some trouble with the nodebuilding on this map unfortunately. And I couldn't find a way to fix it. I think it may have had something to do with the Icon of Sin being a map that wasn't MAP30

Share this post


Link to post

FWIW I rebuilt the nodes of MAP16 (I use ZDBSP (no reject)) and put it in a separate wad with a demo! It has nothing to do with the Icon of Sin. Here:

32KBMGWD-MAP16.zip

Edited by Xyzzy01

Share this post


Link to post
16 minutes ago, Breadbunbun said:

This was fully intentional.

 

Yeah I was sure about that, "ingenious" way to force the monster to "guard" the exit button xD you devil

Share this post


Link to post
1 minute ago, Briøche said:

 

Yeah I was sure about that, "ingenious" way to force the monster to "guard" the exit button xD you devil

Monsters cost less bytes than adding 2 linedefs. So they're nice to use as doors :]

Share this post


Link to post

The idea of making 32 maps within 32 kilobytes is pretty impressive if you could do such a thing but it'd mean every map is 1kb or less in size, which means 99% of the time maps are barely anything interesting.

 

The 16 maps here are impressive on the fact that the WHOLE thing is less than 32kb in size, which results in a lot of triangular maps... but sadly the maps kinda feel cheap or dumb in terms of difficulty (granted it's pretty much impossible to make anything decent if you're restricted to a tight 2kb. XD)

 

Though, if you doubled it to 64kb or go all the way to 128kb, could you re-texture everything as well as add all 32 maps? :O

Share this post


Link to post

Neat idea but needs work execution wise to make it more manageable. Still had fun playing though hope to see it finished!

 

 

Share this post


Link to post

Interesting take on the kb challenge thing, I've tried as well to do something similar but give up after.... 4 maps? During the making of 64 kb challenge, i didn't like that much the results of what I did...

 

I don't remember how much big is congestion 64 in size but... I think that a 1kb map is sorta doable with a simple triangle / square room, but never tested to see if this is possible...

Edited by Walter confetti

Share this post


Link to post

That's cool, I guess, but can you do the same in a single byte?

 

All joking aside, the premise does sound intriguing. 2KB per map is a pretty tight constraint all things considered, but it's still enough to squeeze some potentially fun gameplay out of. I'll make a note of giving this a spin shortly.

 

EDIT: Played it, inclined to agree with @Dubbag - the concept is cool, but the execution could use a lot of work. That said, I still rather enjoyed my run with this. I even played this in Chocolate Doom just for the hell of it and am happy to report that all maps are vanilla-compatible. But then again, you'd expect them to be given the constraints you were working with. :P

Edited by MFG38

Share this post


Link to post
6 hours ago, MFG38 said:

That's cool, I guess, but can you do the same in a single byte?

 

All joking aside, the premise does sound intriguing. 2KB per map is a pretty tight constraint all things considered, but it's still enough to squeeze some potentially fun gameplay out of. I'll make a note of giving this a spin shortly.

 

EDIT: Played it, inclined to agree with @Dubbag - the concept is cool, but the execution could use a lot of work. That said, I still rather enjoyed my run with this. I even played this in Chocolate Doom just for the hell of it and am happy to report that all maps are vanilla-compatible. But then again, you'd expect them to be given the constraints you were working with. :P

Well, as stated in my Doomworld profile. I am but an amateur mapper with very little experience under my belt. So especially under the extreme constraints of 2 KB (Serious, like 17 lines in 2KB is most of the wad XD), the levels are going to be very rough.

 

However I am glad you enjoyed the concept, as this was very much meant to inspire other maps to go far beyond what I personally had done and do a much better job given these constraints.

 

Also, I can't do it in a single byte, But i did make a map in only 512.

Edited by Breadbunbun

Share this post


Link to post
3 minutes ago, Clippy said:

Pistol starts?

As stated in the post above. This wad is designed for pistol starts and all maps are beatable as such. I personally made sure to do so.

Share this post


Link to post
1 minute ago, Breadbunbun said:

As stated in the post above. This wad is designed for pistol starts and all maps are beatable as such. I personally made sure to do so.

You got yourself a deal

Share this post


Link to post

Played through on Chocolate Doom at HNTR.

 

This is art. The 2 kiB constraints really make most of these levels triangle-based, which reminds me of my own <100 linedef map all about the Benjamins.

 

I don't like the inescapable pits though. I know these levels are short and made for pistol start anyway, but when you restart after you die, you lose everything. Plus it's annoying to have to wait a while until you finally die if you're at full health.

 

Also, there's a tutti-frutti on the exit switch at Map14.

DOOM54.png.9d424382434a85302f9040775ee897cf.png

Share this post


Link to post
18 minutes ago, Nikku4211 said:

Played through on Chocolate Doom at HNTR.

 

This is art. The 2 kiB constraints really make most of these levels triangle-based, which reminds me of my own <100 linedef map all about the Benjamins.

 

I don't like the inescapable pits though. I know these levels are short and made for pistol start anyway, but when you restart after you die, you lose everything. Plus it's annoying to have to wait a while until you finally die if you're at full health.

 

Also, there's a tutti-frutti on the exit switch at Map14.

DOOM54.png.9d424382434a85302f9040775ee897cf.png

Oh really? Huh. Must have missed that somehow. Let me fix that real quick.

EDIT: This is fixed now

Edited by Breadbunbun

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...