Melemesh Posted December 10, 2022 Thanks a lot everyone, this has been a really fun thread to participate in and I'm really glad I could contribute! A bit sad though that I rediscovered it only near the end of the second megawad and couldn't make more levels, but guess that's just how it is... If anyone in the future decides to go for a 3rd megawad, I'll be all for it and will contribute as much as I can! As a relatively new mapper, making these little 1 hour levels has really improved my general mapping skills as compared to when I started around a year ago. 0 Quote Share this post Link to post
Death Bear Posted March 16, 2023 Bumping this thread. Just dropping in to see what your progress was on the playthroughs @NinthBurn. Let me know if I can assist in any way; love to get these finalized and maybe up on idgames? 3 Quote Share this post Link to post
knifeworld Posted March 16, 2023 Seconding this idea. It would be great to have them all compiled in some fashion and uploaded 3 Quote Share this post Link to post
NinthBurn Posted March 16, 2023 For the most part, it is finalized. There's a texture issue I fixed, but haven't updated the link yet. I got quite busy because of college and didn't manage to get through the maps, but I'm going to start playing them again. As far as I can remember, most didn't have any issues. 3 Quote Share this post Link to post
NinthBurn Posted March 17, 2023 Quick update: I have started to record playthroughs for each map. So far, I have been able to play the first 10. You can find the videos here if you are interested. Also, if you would like to help me test some of the maps, you can find a download link on the previous page. I have also received a message from lunchlunch, saying that they wouldn't mind to have their map included in the set, so I will probably add it for slot 33. 0 Quote Share this post Link to post
Death Bear Posted March 17, 2023 (edited) So, I made it through the first 10 maps of OHM1.wad. MAP01 - Something is wrong with this one. I'm not sure why or what happened. I'm able to go from the walls into the void repeatedly, and I can't seem to access the end properly. Anyone else wanna take a look at this? There are a small number of homs/ missing textures in the first few maps. Other than that, it's playable and beatable, it appears. I'll post videos on this post once they're finished rendering and uploading to youtube. IDK if I missed an updated version in the thread? Edited March 17, 2023 by Death Bear 0 Quote Share this post Link to post
NinthBurn Posted March 17, 2023 1 hour ago, Death Bear said: So, I made it through the first 10 maps of OHM1.wad. MAP01 - Something is wrong with this one. I'm not sure why or what happened. I'm able to go from the walls into the void repeatedly, and I can't seem to access the end properly. Anyone else wanna take a look at this? Yeah, it's a problem with the map itself. I tried in PRBoom+ and you can go through walls, but in GZDoom it is fine. Will check it once I finish with the second WAD. For now I'm focusing on OHM2, but I will get to the first map set afterwards. 0 Quote Share this post Link to post
JustAthel Posted March 17, 2023 Great stuff!! Small nitpick but could my name in the credits be renamed to "JustAthel"? I'd like to be as consistent as possible with the naming, thanks! 1 Quote Share this post Link to post
Death Bear Posted March 27, 2023 Alright, so I noticed OHM2 is already up on idgames @NinthBurn? 1 Quote Share this post Link to post
NinthBurn Posted March 27, 2023 Thanks for the notification! It took a while for it to be uploaded. I didn't want to unnecessarily bump the thread, but I finished playtesting all the maps and fixed some bugs a week ago, which is when I submitted the WAD to idgames, as was suggested. I hope I didn't botch anything, it's my first time uploading to the site. I guess we should probably make a separate release thread for it? 4 Quote Share this post Link to post
Death Bear Posted March 27, 2023 1 hour ago, NinthBurn said: Thanks for the notification! It took a while for it to be uploaded. I didn't want to unnecessarily bump the thread, but I finished playtesting all the maps and fixed some bugs a week ago, which is when I submitted the WAD to idgames, as was suggested. I hope I didn't botch anything, it's my first time uploading to the site. I guess we should probably make a separate release thread for it? Cool. Up to you, I suppose. Personally I’d wait till ohm1 is also finished. 1 Quote Share this post Link to post
SleepyVelvet Posted April 3, 2023 On 3/27/2023 at 1:13 PM, Death Bear said: Alright, so I noticed OHM2 is already up on idgames @NinthBurn? On 3/27/2023 at 2:00 PM, NinthBurn said: Thanks for the notification! It took a while for it to be uploaded. ... I was checking my doomwiki page a couple days ago and was a little confused to see 2023 entries show up at all, particularly a random map called "Foople Flump Fart Fart Fort" until I remembered where it was from. Thanks for bundling these up and uploading them. 0 Quote Share this post Link to post
NinthBurn Posted April 7, 2023 Quick update: I've also uploaded OHM1 to idgames and am waiting for approval. I am also preparing a release thread for when both files are finally up. Here's a list of changes for the idgames files: OHM1 Spoiler General: - statusbar extended for widescreen(tested on PRBOOM+ and GZDOOM) MAP01 - removed lift softlocks - fixed those weird collision issues MAP06 - fixed some missing textures MAP10 - fixed a visual glitch in some source ports MAP19 - removed softlock OHM2 Spoiler General: - statusbar extended for widescreen(tested on PRBOOM+ and GZDOOM) - added demos: * MAP07 * MAP32 * MAP16 - initially I had planned to use some of the demos sent here, but they would not work, so I made some MAP 14 - fixed some weird texture issues - fixed red key fight breaking in some ports MAP17 - fixed some collision issues MAP19 - removed lift softlock MAP20 - removed lift softlock MAP32 - replaced Pacifist Sucks Anyway with So Goth Hopefully everything will be ready for next week. 4 Quote Share this post Link to post
Brett the slayer Posted April 25, 2023 Sorry if I'm asking some stupid questions: 1. If I add an object before I add a linedef, do I need to start my timer then or do I need to start over from scratch due to breaking the rules? 2. Should I assume the players are trying to kill every all enemies in my map when I'm designing it? Sorry if my questions are stupid. 1 Quote Share this post Link to post
NinthBurn Posted April 25, 2023 48 minutes ago, Brett the slayer said: Sorry if I'm asking some stupid questions: 1. If I add an object before I add a linedef, do I need to start my timer then or do I need to start over from scratch due to breaking the rules? 2. Should I assume the players are trying to kill every all enemies in my map when I'm designing it? Sorry if my questions are stupid. In the main post, it states that you start the timer when you place the first linedef, so I guess that's fine? Not sure why you would place objects before drawing any geometry. As for the other question, you can design the map however you wish. There will be people who care and others who don't. I, for one, do try to get all the kills, unless it's too tedious or impossible(for example, lack of ammo). 0 Quote Share this post Link to post
Brett the slayer Posted April 25, 2023 (edited) Map name: Simple Exit or Boss Rush IWAD: DOOM 2 Level: Map30 Format: MBF21 tested with: GZDoom 4.10.0 Music: D_runnin2 Difficulties implemented: Ultra-Vloient build time: a hour (includes the time I spent testing all versions except for the final build) Download link: https://mega.nz/file/vE0TAQ4C#EymWTTp5Hah7gYuY4cuTvhNF9yc6huf8KZbS6NYApXE Video of my playthrough: Edited April 25, 2023 by Brett the slayer forgot to state the difficulties in the level 1 Quote Share this post Link to post
Axuris Posted July 5, 2023 (edited) Looks like it's time to revive this ghost-town of a thread yet again. But first: Screenshots: Spoiler Name: Return Base Map Format: Boom Ports Tested: DSDA-Doom, GZDoom, Eternity Engine IWAD: Doom 2 Map: MAP01 Music: "The Township Well" from Breath of Fire II Gameplay: Single-play/Coop Difficulty Settings: No Multiplayer Placement: Player starts only Build Time: 1h45min Textures: Fredrik Johansson, GothicTX returnbase.zip Edited July 11, 2023 by Axuris 5 Quote Share this post Link to post
Death Bear Posted July 5, 2023 OOO! The Necromancer has granted us another chance to ensue mayhem! Huzzah! 7 Quote Share this post Link to post
Death Bear Posted July 7, 2023 Sorry for the double post, but appears I beat everyone to it! Sounds like me. Here's the video! Fun map! Spoiler Name: Still Shuffling Map Format: Boom Ports Tested: DSDA-Doom IWAD: Doom 2 Map: MAP01 Music: "Mech" by Psyrus Gameplay: Single-play/ Co-op Difficulty Settings: N Multiplayer Placement: Player starts Build Time: 1 hour, 10-ish mins to balance and fix Textures: Stock I had a REALLY bad day, today. So, it was nice to have something made, in spite of it. Enjoy! 7 Quote Share this post Link to post
Yumheart Posted February 4 @Death Bear Incredible map, shame the thread died afterwards :p Loved the lighting & the creative fight design with the dash to the rocket launcher & threats popping out of closets everywhere on your way out, great fun. Name: Irn Bru Headquarters Music: Crash Man by Takashi Tateishi, sequenced by ??? Difficulty Settings: Yes Build Time: ~ 1 hour Download: here! 6 Quote Share this post Link to post
Gothic Box Posted February 5 @Yumheart nice and chaotic with surprisingly good visuals, still has character despite the time constraint. Spoiler Loom of the Thread Necromancer Music: "Incan-tation" by Jimmy Build time: ~2 hours Spoiler LoomOfTheThreadNecro.zip 6 Quote Share this post Link to post
Plerb Posted February 6 Seems like a fun thread, guess I'll sneak in here. @Gothic Box Cool map! Very impressive for being made in 2 hours. I recorded a demo containing 3 failed attempts. The last attempt was going fairly well, and I managed to get all 3 keys, but I got stuck in a pile of enemies and died. Maybe tomorrow I'll record a proper video with proper save-scumming :P lottn_fda.zip And here's my 1 hour effort. I don't have a real name for it. Music: Stage 2 music from an old Mario fangame called Super Mario PC Format: Boom Build Time: Slightly less than an hour for the mapping itself Textures: A couple Doom 1 textures were used No multiplayer starts or difficulty settings were implemented. speedthing.zip 2 Quote Share this post Link to post
Axuris Posted February 6 I see this thread is back, might as well hop back in. @Plerb Did a UV-Max run of your map. Also, a church organ is not an instrument I'd expect music from a Mario game to use. speedthinguvmax.zip Now my map: Screenshots: Spoiler Name: Solidarity Map Format: Boom Ports Tested: DSDA-Doom IWAD: Doom 2 Map: MAP01 Music: Crucified Dreams Map02 by Nicklas Linnes Gameplay: Single-play/Coop Difficulty Settings: No Multiplayer Placement: Player starts only Build Time: 1h10min Textures: GothicTX, NiGHTMARE Texture Pack, Greenwar 2, UAC Ultra Textures, ZSignal, Iikka Keranen Download: solidarity.zip PS. I compiled a texture pack for my maps but I can post it here if anyone would like to use it too. 5 Quote Share this post Link to post
Raith138 Posted February 6 (edited) Really cool map, feels like a 3 hour map not a 1 hour. A bit too easy though. SOLIDARITY.zip This is my first attempt at speedmapping so it is pretty bad. Screenshot is too big. Name: Alone Map Format: Made in MBF but never ended up using any MBF features. Ports Tested: Woof, GZdoom IWAD: Doom 2 Map: Map 01 Music: Because of the MAPINFO lump being broken it does not play in gzdoom but it is a unnamed MIDI that I made. Difficulties: UV only Multiplayer compatible: Yes Build Time: 1 hour, which resulted in a few small bugs including the exit door not being unpegged along with it being impossible to get back to the start. Textures: Vanilla Download: Raith.zip Edited February 6 by Raith138 3 Quote Share this post Link to post
DoctorNuriel Posted February 7 @Raith138 Lovely little speedmap! Nice hot start and having the Cacodemons serve as meatshields for the PE on such narrow ground is evil, I love it. Great work - I'll have a YouTube video of my playthrough up soon :) Here's my first ever speedmap, uses vanilla graphics and took 1hr to build, plus about 15-20 minutes for quick testing and tweaks. Title: House of Urgency Format: Boom/Doom 2, uses UMAPINFO Tested in: GZDoom IWAD: Doom 2 Map slot: MAP01 Music: "Goin' Down The Fast Way" from ROTT Difficulty differences: None (tested in UV) Multiplayer: Co-op only. Screenshot: Spoiler doctornuriel_1hr_6feb24.zip 2 Quote Share this post Link to post
Raith138 Posted February 8 (edited) I had too much fun making the last one so I had to do it again :) Took a couple of tries to finish it because it is a hard map but otherwise pretty good for an hour! 1HRSMDEMO.zip My Map: Map Name: Time Format: Again MBF but no MBF features were used Tested in: Woof, GZdoom IWAD: Doom 2 Map: Map 01 Music: Fate's Maw by Emporer SPOON Difficulties: UV only Multiplayer: No Textures: Vanilla + 32in24 Egypt Textures Build Time: I have two versions, TIME and TIMEX. TIME is what I did in an hour and TIMEX was some add-ons that I thought about throughout the day which equated to 15-20 minutes more in the editor I tried changing the resolution but the screenshots are still too big. TIME TIMEX Edited February 8 by Raith138 3 Quote Share this post Link to post
Raith138 Posted February 8 (edited) No longer important double post. Sorry :/ Edited February 8 by Raith138 0 Quote Share this post Link to post
DoctorNuriel Posted February 8 @Raith138 uploading your screenshots to imgur should do the trick! I used to have the same issue :) 0 Quote Share this post Link to post
Axuris Posted May 26 (edited) Thread died again, oh well. I don't think the archvile at the exit was necessary, but besides that I don't have much to say about this map. timex.zip Now my map: Screenshots: Spoiler Name: Static Force Map Format: Boom Ports Tested: DSDA-Doom, GZDoom, Woof IWAD: Doom 2 Map: MAP01 Music: "Mobility Battle" by Cyber-Rainforce Gameplay: Single-play/Coop Difficulty Settings: No Multiplayer Placement: Player starts only Build Time: 1h32min (not counting bugfixing and playtesting) Textures: Scythe, Scythe 2, Darkbase, GothicTX, NDCP2, Fifth Episode, Recoloured Doom and Doom 2 textures v2, Fredrik Johansson, Ultimate Doom, Espi, franckFRAG staticforce.zip Edited May 26 by Axuris 4 Quote Share this post Link to post
NinthBurn Posted May 26 23 minutes ago, Axuris said: Really cool map! If it wasn't from this thread, I'd say it would take like 3 hours to make it. Good job! One issue I found was that you can jump off the corners from the pinkie-revenant area you teleport to at the end. I wanted to make a map for the thread 2 weeks ago, but I couldn't manage to finish it in an hour. Maybe I'll try something else soon. 0 Quote Share this post Link to post
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