Breadbunbun Posted February 18, 2022 (edited) So, recently I thought about the 64KB community project megawads. And I thought to myself "Hm, I wonder if one could fit a whole 32 level megawad into 64 Kilobytes" And so I did the map and realized every single map file would have to be a maximum of 2 kilobytes at the end of the project. And so i began work on a full 32 map megawad, however i swiftly realized this was far too ambitious for an amateur mapper such as myself. And thusly I decided to make it 16 maps. Just barely within traditional megawad range. So, the stats : Tested in "Woof!"16 Maps Complevel-2 Map format, Doom/Doom II ------------------------------------------ These maps are Designed for Pistol start, Not continuous play. Screenshots from a few maps : My appreciation goes to those who download an share this around. As this is the first wad I am posting to Doomworld. Please go easy on me. Download : https://drive.google.com/file/d/1bMkSe4MdXJyCaVyFhHn2I9Yo2ipz6zwj/view?usp=sharing Edited February 19, 2022 by Breadbunbun MAP07 was broken 31 Quote Share this post Link to post
Shepardus Posted February 18, 2022 (edited) 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 February 18, 2022 by Shepardus 5 Quote Share this post Link to post
Dusty_Rhodes Posted February 18, 2022 How did you get the wad to be so small? 0 Quote Share this post Link to post
Breadbunbun Posted February 18, 2022 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. 1 Quote Share this post Link to post
Dusty_Rhodes Posted February 18, 2022 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. 1 Quote Share this post Link to post
Breadbunbun Posted February 18, 2022 Small Update Upon Request: Added difficulty Scaling to make HMP and HNTR easier for those struggling on UV. 1 Quote Share this post Link to post
Xyzzу Posted February 18, 2022 (edited) 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 0.23.0pfft.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 February 18, 2022 by Xyzzy01 1 Quote Share this post Link to post
Bri0che Posted February 18, 2022 (edited) 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 February 18, 2022 by Briøche 1 Quote Share this post Link to post
Sena Posted February 18, 2022 Caught this chap stuck in the wall, think it was map 5 or 6 1 Quote Share this post Link to post
Breadbunbun Posted February 18, 2022 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 0.23.0pfft.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 0 Quote Share this post Link to post
Breadbunbun Posted February 18, 2022 1 minute ago, Sena said: Caught this chap stuck in the wall, think it was map 5 or 6 This was fully intentional. 10 Quote Share this post Link to post
Xyzzу Posted February 18, 2022 (edited) 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 February 18, 2022 by Xyzzy01 3 Quote Share this post Link to post
Bri0che Posted February 18, 2022 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 3 Quote Share this post Link to post
Breadbunbun Posted February 18, 2022 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 :] 1 Quote Share this post Link to post
DynamiteKaitorn Posted February 18, 2022 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 1 Quote Share this post Link to post
NiiroKitsune Posted February 18, 2022 I will play this... eventually 1 Quote Share this post Link to post
kalensar Posted February 19, 2022 I just played to map04. That was highly entertaining as it was like mini-puzzles. 2 Quote Share this post Link to post
Big Ol Billy Posted February 19, 2022 Very interesting challenge you’ve given yourself, I’m intrigued! 1 Quote Share this post Link to post
Dubbag Posted February 19, 2022 Neat idea but needs work execution wise to make it more manageable. Still had fun playing though hope to see it finished! 6 Quote Share this post Link to post
BigBoy91 Posted February 19, 2022 Love these kinds of WADs. Gonna play now! 1 Quote Share this post Link to post
Walter confetti Posted February 19, 2022 (edited) 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 February 19, 2022 by Walter confetti 1 Quote Share this post Link to post
MFG38 Posted February 19, 2022 (edited) 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 February 19, 2022 by MFG38 2 Quote Share this post Link to post
Breadbunbun Posted February 19, 2022 (edited) 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 February 19, 2022 by Breadbunbun 0 Quote Share this post Link to post
Breadbunbun Posted February 19, 2022 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. 2 Quote Share this post Link to post
Clippy Posted February 19, 2022 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 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted February 19, 2022 I am loving this so much! Congratulations on the release @Breadbunbun! 1 Quote Share this post Link to post
msx2plus Posted February 19, 2022 oh this looks bloody brilliant 1 Quote Share this post Link to post
Nikku4211 Posted February 19, 2022 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. 2 Quote Share this post Link to post
Breadbunbun Posted February 19, 2022 (edited) 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. Oh really? Huh. Must have missed that somehow. Let me fix that real quick. EDIT: This is fixed now Edited February 19, 2022 by Breadbunbun 0 Quote Share this post Link to post
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