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[Up on idgames!] Thirty Monsters Challenge - Sixty-four maps from the community, for any MBF21 source port.


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I'm stoked to see this gorgeous behemoth of a project so close to the finish line. I loved just about every map I playtested as each mapper approached the challenge with gusto and exemplary creativity. 

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5 minutes ago, Biodegradable said:

I'm stoked to see this gorgeous behemoth of a project so close to the finish line. I loved just about every map I playtested as each mapper approached the challenge with gusto and exemplary creativity. 

 

Same here! And also, a specific thank you for all the playtesting you did, I think I speak for everyone when I say you were a huge help in a lot of aspects.

 

15 minutes ago, Bridgeburner56 said:

If this isn't 64 maps each with 30 archviles imma riot

 

Some maps have five arch-viles with the workload you'd expect of thirty. I mean some mappers are real serious slave drivers on these poor folks 😅

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Haven't finished all of the maps yet, only first 10 and last 10, but all the maps I've played are just awesome, I'm having so much fun. Totally going to finish the rest of the set.

 

Maps 59 and 60 are my favorites so far, some of the most creative maps I've ever played. Also I loved how map 55 presents its gimmick. It's completely obvious from the start what's going to happen, but yet suspense is done so well.

 

Some of the later maps seem completely impossible on UV to me, looking forward to seeing them maxed.

Edited by Ravendesk

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Did a small hotfix just now to fix a crash on Eternity (MAP62 wasn't built properly, ty @Tarnsman for pointing this out). If that's your engine of choice you should redownload the mapset.

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This should be interesting to try, the forced pistol start in each levels is scary but also it mean I can go all out. Found a lil oversight in MAP05, just before the blue keycard there is an arachnotron on a platform in the left and right path safe from nukage but when you stand on a safe platform in the left path (where the spider + box of shells are) you take damage.

 

Spoiler

doom00.png.919eda1bd6b680270d05da16aa1efe54.png

Thank you to all the mappers for their maps. (:

 

Edited by Shanoa

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It has happened.

 

Edit: look mum I'm in the screenshots

Edited by Thelokk

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Pleasure contributing to this. c: Looking forward to playing the entire set!

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15 hours ago, dac said:

@LGmaire

  • MAP22 : Marine's Snowiest Base *FIRST MAP*

 

Heh, mentioning the fact that this is my first public map is a cute touch.

 

Congrats on the release of RC1! It was fun to map for this and I learned quite a bit from said map. :)

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Been playing through the first 4 maps, great stuff so far!

Blind playthroughs pending when I can upload them.

 

I did have a problem with the death exit for @lokbustam257. Looks like the door on the conveyor didn't open when went over the final teleporter. The player died, but wasn't moved across the exit level line.

Edited by LordEntr0py

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25 minutes ago, LGmaire said:

 

Heh, mentioning the fact that this is my first public map is a cute touch.

 

Repeating it once more, but you should be proud of it. I know people will be a bit more attracted to the maps by known mappers so I thought I'd put a spotlight on those who said this was their first ever contribution to the Doom community. So far there's you and ryiron, and Dubium also mentioned MAP36 was their second ever map so that's nice too.

 

And besides, that's what these projects are for if you're new - a low risk environment to get your stuff out, especially when there is a limitation on lines, sectors, monsters, what have you. It's how I gained experience, it's how you gain experience.

 

---

 

Gonna check out lokbustam's map later this evening. I did not have any problems with it, but I can see how that kind of setup could cause problems in certain ports.

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1 hour ago, dac said:

Repeating it once more, but you should be proud of it. I know people will be a bit more attracted to the maps by known mappers so I thought I'd put a spotlight on those who said this was their first ever contribution to the Doom community. So far there's you and ryiron, and Dubium also mentioned MAP36 was their second ever map so that's nice too.

 

I am proud of the map. I didn't mean to make it sound like I didn't like that or that I wasn't proud of my map, if I'm misunderstanding what you've said then I'm sorry about that. I also think it's nice that Ryiron and Dubium have their spotlight, I should have probably mention that the more I think about it...

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5 hours ago, dac said:

Gonna check out lokbustam's map later this evening. I did not have any problems with it, but I can see how that kind of setup could cause problems in certain ports.

I think I just got unlucky with it. A quick reload/retry worked just fine. Might be worth considering a change to a more reliable setup?

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Enjoyed contributing a map to this. I think it went through quite a few edits but I'm happy with how it turned out!
Looking forward to playing the finalized set.

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Played through maps 1-28 on stream earlier today. VOD at http://www.twitch.tv/napsalm :)

 

Few notes that I made so far:

Map 3 - There's a few ceiling decorations in the tomb that block movement and then a few that don't. Not sure if this is intended

Map 4 - Think this has already been said but the death exit didn't work the first time

Map 10 - Am I right in thinking all maps need to end with a death exit? There's a secret exit on this one that allows you to start the next map with your full health and weaponry from this map. The normal exit is also a type 11 which doesn't kill the player when exiting.

Map 12 - That exit is so loud with all the barrels! Haha

Map 13 - There's a hom on the stairs heading back up towards the start from the central area

Map 17 - Type 11 exit sector, same thing as 10

Map 24 - Exit doesn't seem to function as intended

 

Looking forward to playing through the rest of this! Really good. I like this,.. anti-slaughter set.

Edited by Napsalm

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Did a small update in the OP to show off all the maps's descriptions. Just as a small reminder since there's streams already, if you ever encounter a bug or a hiccup or any kind, do not hesitate to let me know in this thread - while I've been enjoying watching streamers going through the project, it's a lot easier on me to know what exactly went wrong in text than through streams.

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Finished the rest of this today. Was fun! There were a few maps towards the end that gave me some trouble but that's a me problem, not a map problem haha. Very good WAD, looking forward to seeing this get a full idgames release :)

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There is a critical bug in MAP54 : Spider Testament by @alexsa2015sa. At the end, one of the 4 switches lifts up instead of lowers down a shield that is blocking the teleport to the exit. This makes it impossible to exit the map in a normal fashion.

 

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16 hours ago, Mato said:

There is a critical bug in MAP54 : Spider Testament by @alexsa2015sa. At the end, one of the 4 switches lifts up instead of lowers down a shield that is blocking the teleport to the exit. This makes it impossible to exit the map in a normal fashion.

 

Every time someone fails to solve this puzzle, I despair in humanity.


The map present in RC1 works as intended. It is a timed switch sequence, not a switch hunt  - the raising shield does exactly what it should. It doesn't make the level impossible to exit, it just requires to try again (not restarting the level, the switches). SR-40 makes the timing trivial, but it is entirely possible even without so long as you start running from double candles.

 

The timing is sort of annoying, so I should probably replace 88-lift with a slower generalized lift so it can be done without SR40 reliably. As is, basically any bump or failing to 180-turn means you run too slow without SR40.

Edited by alexsa2015sa
clarifying

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1 hour ago, alexsa2015sa said:

Every time someone fails to solve this puzzle, I despair in humanity.


The map present in RC1 works as intended. It is a timed switch sequence, not a switch hunt  - the raising shield does exactly what it should. It doesn't make the level impossible to exit, it just requires to try again. SR-40 makes the timing trivial, but it is entirely possible even without so long as you start running from double candles.

 

The timing is sort of annoying, so I should probably replace 88-lift with a slower generalized lift so it can be done without SR40 reliably. As is, basically any bump or failing to 180-turn means you run too slow without SR40.

 

It's an absurd and completely illogical choice that goes against the Doom principle. If you don't time something right you should be able to retry again instantly, not having to start the map all over again. Frankly the switch should've simply lowered the shield.

I stopped playing the WAD because of this unbeatable ending. It takes the joy out of playing.

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2 hours ago, Mato said:

 

It's an absurd and completely illogical choice that goes against the Doom principle. If you don't time something right you should be able to retry again instantly, not having to start the map all over again. Frankly the switch should've simply lowered the shield.

I stopped playing the WAD because of this unbeatable ending. It takes the joy out of playing.

I said nothing about restarting the level. I said it requires trying again. What am I, a sadist?

E: The latter statement was rhetorical. To be precise: the exit shield can be locked and unlocked as many times as you want to, as long as you understand how it works.

Edited by alexsa2015sa
clarifying

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1 hour ago, alexsa2015sa said:

I said nothing about restarting the level. I said it requires trying again. What am I, a sadist?

E: The latter statement was rhetorical. To be precise: the exit shield can be locked and unlocked as many times as you want to, as long as you understand how it works.

 

EDIT: Never mind. I finally found out how to do it. The most absurd and frustrating switch and shield combination I've ever come across in a Doom map and I've played hundreds. 0/10 logical decision, stick to your real life job.

Edited by Mato

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You're a rude person, and you should acknowledge that.

 

Edit: Better yet, next time when you're giving feedbacks, stop sounding as if mappers owe you anything. They owe you nothing, you chose to play the maps.

Edited by Nefelibeta

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Okay that's enough with the insults. I didn't get this project out to sea and back to port just to see people bicker with the crew and vice-versa.

 

@alexsa2015sa A more forgiving timing window would be nice to have, but replaying the map I think the biggest improvement would be to make it clearer what each switch does. I know it's a bit late for modifications, but I'm stretching the definition of "Release Candidate" a bit with no problems 😛

 

(Also if possible, I need a name for the song you wrote for your map)

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@dac

Here's the improved map (wad with the map only)

30mc_alexsa2015sa_v6.zip

I tried to make it clear that the second switch must be pulled before the other, and that there is a limited time to do so. I also smoothed out the process so that the shield 2 doesn't obscure shield 1 when things are done incorrectly, and when the exit opens, it is obviously displayed.

(Uhh, song name. Uhh, let it be "Spider Reset". I don't remember if I named it before and it probably was awful)

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Update in Charlie Was Here. Fixed a buggy ladder, small hom at the center area, slightly moved a tree and a box, added difficulty settings, and other minor fixes. I hope it works properly now, from three gameplays I saw, an important part got bugged in two of them. I hope that's solved now.

30mc_LPad5v3.rar

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I tried the RC1 version in Gzdoom 4.8.2 on UV and I noticed some bugs:

 

MAP10: the the water fountain arena, the fatso will become stuck if it teleports onto the yellow teleport pads.

 

MAP32: small HOMs under green firesticks near start.

 

MAP53: missing textures behind the red door.

 

MAP60: the barrel room is so slow in GZdoom it's unplayable.

 

And GZdoom reports A LOT of geometry problems in some maps:



 

Spoiler

 

----------------------------------------

MAP13 - Charlie Was Here

Line 32 has no first side.
Line 1509 has no first side.
Line 32's right edge is unconnected
Line 1509's right edge is unconnected

----------------------------------------

MAP14 - Vile Keep

Unknown bottom texture '--' on second side of linedef 851

----------------------------------------

MAP16 - The Frozen Church

Line 1429 has no first side.
Line 1454 has no first side.
Line 1429's right edge is unconnected
Line 1454's right edge is unconnected

----------------------------------------

MAP18 - Demon Electrica

Unknown bottom texture 'OMRBLJ90' on first side of linedef 1980

----------------------------------------

MAP23 - The Sinkhole

Unknown ceiling texture 'ADEL_F36' in sector 9
Unknown bottom texture 'ADEL_W19' on first side of linedef 119
Unknown bottom texture 'ADEL_W19' on first side of linedef 120
Unknown bottom texture 'ADEL_W19' on first side of linedef 121
Unknown bottom texture 'ADEL_W19' on first side of linedef 122
Unknown bottom texture 'ADEL_W19' on first side of linedef 135
Unknown top texture 'ADEL_W19' on first side of linedef 182
Unknown bottom texture 'ADEL_W19' on second side of linedef 335
Unknown bottom texture 'ADEL_W19' on second side of linedef 337
Unknown bottom texture 'ADEL_W19' on second side of linedef 340
Unknown bottom texture 'ADEL_W19' on second side of linedef 344
Unknown bottom texture 'ADEL_W19' on second side of linedef 346
Unknown bottom texture 'ADEL_W19' on second side of linedef 348
Unknown bottom texture 'ADEL_W19' on second side of linedef 353
Unknown bottom texture 'ADEL_W19' on second side of linedef 354
Unknown bottom texture 'ADEL_W19' on first side of linedef 1105
Unknown bottom texture 'ADEL_W19' on first side of linedef 1106
Unknown bottom texture 'ADEL_W19' on first side of linedef 1107
Unknown bottom texture 'ADEL_W19' on first side of linedef 1110

----------------------------------------

MAP30 - Doomworld Revolting

Line 1312 has no first side.
Line 1313 has no first side.
Line 1668 has no first side.
Line 1669 has no first side.
Line 1670 has no first side.
Line 1671 has no first side.
Line 1672 has no first side.
Line 1673 has no first side.
Line 1674 has no first side.
Line 1675 has no first side.
Line 1676 has no first side.
Line 1677 has no first side.
Line 1678 has no first side.
Line 1679 has no first side.
Line 1680 has no first side.
Line 1681 has no first side.
Line 1682 has no first side.
Line 1683 has no first side.
Line 1684 has no first side.
Line 1685 has no first side.
Line 1686 has no first side.
Line 1687 has no first side.
Line 1688 has no first side.
Line 1689 has no first side.
Line 1690 has no first side.
Line 1691 has no first side.
Line 1692 has no first side.
Line 1693 has no first side.
Line 1694 has no first side.
Line 1695 has no first side.
Line 1696 has no first side.
Line 1312's right edge is unconnected
Line 1313's right edge is unconnected
Line 1670's right edge is unconnected
Line 1673's right edge is unconnected
Line 1674's right edge is unconnected
Line 1675's right edge is unconnected
Line 1678's right edge is unconnected
Line 1679's right edge is unconnected
Line 1682's right edge is unconnected
Line 1685's right edge is unconnected
Line 1688's right edge is unconnected
Line 1689's right edge is unconnected
Line 1690's right edge is unconnected
Line 1691's right edge is unconnected
Line 1694's right edge is unconnected
----------------------------------------

MAP31 - Lapis Lazuli

Unknown top texture '=' on second side of linedef 863
Unknown bottom texture '=' on second side of linedef 863
Unknown top texture '=' on second side of linedef 864
Unknown bottom texture '=' on second side of linedef 864
Unknown top texture '=' on second side of linedef 866
Unknown bottom texture '=' on second side of linedef 866
Unknown top texture '=' on second side of linedef 871
Unknown bottom texture '=' on second side of linedef 871
Unknown top texture '=' on second side of linedef 872
Unknown bottom texture '=' on second side of linedef 872
Unknown top texture '=' on second side of linedef 873
Unknown bottom texture '=' on second side of linedef 873
Unknown top texture '=' on second side of linedef 882
Unknown bottom texture '=' on second side of linedef 882
Unknown top texture '=' on second side of linedef 884
Unknown bottom texture '=' on second side of linedef 884
Unknown top texture '=' on second side of linedef 1246
Unknown bottom texture '=' on second side of linedef 1246

----------------------------------------

MAP39 - With Time Comes An End

Line 1188 has no first side.
Line 1597 has no first side.
Line 2688 has no first side.
Line 3058 has no first side.
Line 3190 has no first side.
Line 3191 has no first side.
Line 3192 has no first side.
Line 3237 has no first side.
Unknown middle texture 'BLUMAP' on first side of linedef 896
Unknown top texture 'BLUMAP' on first side of linedef 896
Unknown bottom texture 'BLUMAP' on first side of linedef 896
Unknown middle texture 'BLUMAP' on first side of linedef 898
Unknown top texture 'BLUMAP' on first side of linedef 898
Unknown bottom texture 'BLUMAP' on first side of linedef 898
Unknown middle texture 'BLUMAP' on first side of linedef 899
Unknown top texture 'BLUMAP' on first side of linedef 899
Unknown bottom texture 'BLUMAP' on first side of linedef 899
Unknown middle texture 'BLUMAP' on first side of linedef 900
Unknown top texture 'BLUMAP' on first side of linedef 900
Unknown bottom texture 'BLUMAP' on first side of linedef 900
Unknown middle texture 'BLUMAP' on first side of linedef 902
Unknown top texture 'BLUMAP' on first side of linedef 902
Unknown bottom texture 'BLUMAP' on first side of linedef 902
Unknown middle texture 'BLUMAP' on first side of linedef 903
Unknown top texture 'BLUMAP' on first side of linedef 903
Unknown bottom texture 'BLUMAP' on first side of linedef 903
Unknown middle texture 'BLUMAP' on first side of linedef 904
Unknown top texture 'BLUMAP' on first side of linedef 904
Line 1597's right edge is unconnected
Line 2688's right edge is unconnected
Line 3058's right edge is unconnected
Line 3192's right edge is unconnected
Line 3237's right edge is unconnected
Missing texture 'BLUMAP' is used 34 more times

----------------------------------------

MAP56 - -ANTI-LIFE-

Line 1118 has no first side.
Line 1118's right edge is unconnected

----------------------------------------

MAP57 - Coupled Architecture

Unknown floor texture 'DEVGRID' in sector 258
Line 866 has no first side.
Line 1416 has no first side.
Line 2465 has no first side.
Line 2491 has no first side.
Line 2492 has no first side.
Line 2496 has no first side.
Line 866's right edge is unconnected
Line 1416's right edge is unconnected
Line 2465's right edge is unconnected
Line 2496's right edge is unconnected

----------------------------------------

MAP59 - Aquatic Purgatory

Line 611 has no first side.
Line 3990 has no first side.
Line 611's right edge is unconnected
Line 3990's right edge is unconnected

----------------------------------------

 

 

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