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Make a map in 1 hour & beat the map above you - speedmapping fun thread


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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.

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  • 3 months later...

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?

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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.

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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.

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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 by Death Bear

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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.

 

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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!

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  • 2 weeks later...

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?

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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.

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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.

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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.

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  • 3 weeks later...

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.

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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).

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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 by Brett the slayer
forgot to state the difficulties in the level

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  • 2 months later...

Looks like it's time to revive this ghost-town of a thread yet again.

 

But first:

 

Screenshots:

Spoiler

doom40.png

doom41.png

doom42.png

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 by Axuris

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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!

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  • 6 months later...

@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.

Screenshot_Doom_20240204_163113.png.7a92d47055f0b9c97fbf48939f77ef57.png
 

Name: Irn Bru Headquarters

Music: Crash Man by Takashi Tateishi, sequenced by ???

Difficulty Settings: Yes

Build Time: ~ 1 hour
Download: here!

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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

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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

Screenshot_Doom_20240206_175720.png?ex=6

Screenshot_Doom_20240206_175803.png?ex=6

Screenshot_Doom_20240206_175820.png?ex=6

 

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.

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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 by Raith138

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@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

bbyRZPY.png

 

doctornuriel_1hr_6feb24.zip

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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 by Raith138

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  • 3 months later...
Posted (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

V61uHmH.png

Rlu9LsX.png

 

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 by Axuris

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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.

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