retrogamer97 Posted November 23, 2022 Feels like a map from the 90s. 0 Quote Share this post Link to post
Walter confetti Posted November 23, 2022 (edited) Edited November 23, 2022 by Walter confetti 3 Quote Share this post Link to post
A Handsome Fridge Posted November 23, 2022 No way I'm gonna try this (sorry, lol), but thanks for linking those utilities! Might come in handy. 0 Quote Share this post Link to post
thestarrover Posted November 23, 2022 2 hours ago, retrogamer97 said: Feels like a map from the 90s. Yes. In 1995, Claes DvÑrling created a similar wad for the first Doom. 4 Quote Share this post Link to post
magicsofa Posted November 23, 2022 26 minutes ago, thestarrover said: Yes. In 1995, Claes DvÑrling created a similar wad for the first Doom. a-HA! Impassable lines for walls instead of void space... what now @jpsplat? 1 Quote Share this post Link to post
Doomy__Doom Posted November 23, 2022 52 minutes ago, magicsofa said: a-HA! Impassable lines for walls instead of void space The next logical step is to change those lines to block ground things only and release pain elementals. 3 Quote Share this post Link to post
LadyMistDragon Posted November 23, 2022 (edited) Well, this thread went EXACTLY the direction I thought it'd go. Edited November 23, 2022 by LadyMistDragon 0 Quote Share this post Link to post
EagerBeaver Posted November 23, 2022 This map kinda reminds me of "The Project" level from GEX 1. 0 Quote Share this post Link to post
RastaManGames Posted November 23, 2022 Talking 'bout classic... Here is something labyrinthish too! 2 Quote Share this post Link to post
Roofi Posted November 23, 2022 Here is a music recommandation for your map 5 Quote Share this post Link to post
Kyka Posted November 24, 2022 I love that someone made this huge maze map and I also love this thread with all its colorful comments. Doom continues to surprise me. I might even try finish this wad. I kind of have a thing for brutally difficult grindy gameplay tasks. (I once completed Ao666 on DRL, for anyone who knows what that is.) 5 Quote Share this post Link to post
jpsplat Posted November 24, 2022 (edited) 2 hours ago, Kyka said: I might even try finish this wad. I kind of have a thing for brutally difficult grindy gameplay tasks. I hope you do give it a whirl. I'm in the progress of finishing it myself. So far it's not as bad as it initially appears. I've played for about 2 hours and got this far: The maze is big and dense, but it's not really complex. The longest route is the right one, so if you find yourself traveling for a long time without hitting a dead end you are most likely making progress. After looking at the solution map, there's 2 big potential detours that only serve to waste your time, and 3 other ones that have the keys in them. There are also 3 cyberdemons who are near (but not on) the keys. So if you hear one stomping around you are close to a key. Also you will be much better off playing on a source port that allows you to see floor textures on the automap. Edited November 24, 2022 by jpsplat 10 Quote Share this post Link to post
Kyka Posted November 24, 2022 (edited) Ok So 2 hours in. Here is what I have to report: 5 minutes: had all weapons 35 minutes: finally got a backpack 1 hour. Ran low on health, but soon had some more. 1 hour and 20 minutes. Thought I saw a misaligned texture. But I was wrong. SO very wrong. 1 hour and 40 minutes: Heard a cyberdemon. Didn't find it though. 1 hour and 55 minutes. Started drinking my own urine in order to survive. 2 hours and 7 minutes. Pretty sure I had a great conversation with an imp about something that seemed important at the time. 2 hours and 13 minutes: had to save and stop playing because my HDD was running low on recording space. (Did I mention I am recording the run. For everyone's enjoyment, obviously.) 2 hours 13 minutes and 2 seconds: I STILL HAVENT FOUND A SINGLE KEY!!1!1! That tiny white dot is me in the middle bottom of the map. You may notice in the upper left that I had marked a spot on the map where there were some items I thought I might come back for. Aaaah what a foolish child I was back in those early days. (Edit: I noticed in the screenshot that my recording widget was showing 42 fps. 42 being the number representing the meaning of life. I thought this was vaguely ironic.) Edited November 24, 2022 by Kyka 22 Quote Share this post Link to post
staros96 Posted November 24, 2022 On 11/23/2022 at 2:38 AM, sandwedge said: I opened UDB and now I have made the largest and densest maze in Doom history. Thanks sucker. I can’t stop laughing at this 6 Quote Share this post Link to post
NaliSeed Posted November 25, 2022 6 hours ago, staros96 said: I can’t stop laughing at this I'll remember to run this wad with Brutal Doom and type 'kill monsters' on the console the next time I feel like blowing up my apartment. 3 Quote Share this post Link to post
Lucius Wooding Posted November 25, 2022 This should have multiplayer starts, it'd be cool for coop or deathmatch. 2 Quote Share this post Link to post
Kyka Posted November 25, 2022 (edited) 8 hours ago, staros96 said: I can’t stop laughing at this As long as 'ol @sandwedge actually made a corridor between the two maps. Otherwise its just two maps. That said, I laughed a lot also. 1 hour ago, Lucius Wooding said: This should have multiplayer starts, it'd be cool for coop or deathmatch. I am gonna assume that you are trolling. But... maybe you are not too. In other news, day two of my attempt of this epic beast. First attempt resulted in confusion, running around blindly, and a slow descent into madness and apathy. But armed with fresh stupidity motivation, we began a slower, more careful exploration. Yeah. Two hours and 15 minutes to do what is functionally way less than 1/6 of the map. From this explored section of the map there are only three ways out. Two in the top right, and another in the middle right. Everywhere else is a dead end. I have figured out to use map markers to help retracing steps, which is by far the hardest part. Still no f*&^&(&*(^ keys found. I hope you guys are all excited for the most tedious uv-max ever. (Except for that dude - zeromaster I think - who UV maxxed NUTS and it took days and days to gather all the revenant homing rockets to kill the cyberdemons.) Edited November 25, 2022 by Kyka 4 Quote Share this post Link to post
Shepardus Posted November 25, 2022 (edited) I fed images of the map to a maze solving program so I do have the solution on hand, but I think it'll be more fun if I hold on to that. I will say, though, that the first key will probably take the longest. There's also a computer area map but it probably won't matter by the time you find it. Playing this map in demo-compatible ports shows an interesting phenomenon - when playing with vanilla compatibility (complevel 2), the enemies are blind to the player and won't attack unless the player is standing in the small square at the start, and even then hitscanners have trouble hitting unless they're close by (within the same blockmap square perhaps?). With Boom compatibility (complevel 9) they can see and attack you just fine, though. It reminds me bug some one-sector maps have with their REJECT table, but this map has more than one sector (albeit barely). Edited November 25, 2022 by Shepardus 5 Quote Share this post Link to post
RataUnderground Posted November 25, 2022 (edited) I can see how this map will become a thing in the speedrun scene. Edit: What is the par time? Edited November 25, 2022 by RataUnderground 4 Quote Share this post Link to post
Kyka Posted November 25, 2022 (edited) Day 3 of my UV max. (Day 2 of this attempt.) yesterday's progress: (possible progress marked in red.) Todays Progress: Once again, slow careful progress, with a ridiculous amount of backtracking. I kept the possible forward routes to a minimum, and all of them, even though there are 6, they are very localised for minimum backtracking. (edit: there is another possible progress point on the far southern right of the map, but I didn't mark it.) I almost died at one point when I was navigating using the automap and I blundered into a baron and a sergeant. Just cruising along and suddenly you hear that tearing sound. Yeah. I jumped. In other news, still no f^(%^* keys. I am actually enjoying this, Dafuq is wrong with me. Total playtime so far, a little over 4h15m Imma beat this little bad boy. I have some suggestions to make this map harder: 1) All of the keys teleport once every hour to random places on the map. 2) Just like Mirkwood, the paths randomly change as you progress. Walls raise to block previous paths. And walls lower to reveal new paths. 3)Occasionally, all of the health on the level just vanishes for a period of 10 minutes, reappearing in random locations also. @jpsplat I am curious as to why there are no PE's, mancubii or revenants? Just outta interest. Edited November 25, 2022 by Kyka 5 Quote Share this post Link to post
jpsplat Posted November 25, 2022 (edited) 52 minutes ago, Kyka said: @jpsplat I am curious as to why there are no PE's, mancubii or revenants? Just outta interest. check out the documentation for PNG2WAD, the enemy/item placement is randomly generated. I don't think the algorithm has an option that places those monsters at all. The only reason I left monsters on at all was to prevent the player from keeping the automap on the whole time. All I added was the key doors, the keys, and 3 cyberdemons near the keys. Also, I'm working on a new version that will be more fun and less troll-y. This will include big towers near the keys that the player can see from far away and stair sections that go up to let the player see the whole level (like those little raised bridges at the corn maze). But its finals week for me so probably not any time soon. Edited November 25, 2022 by jpsplat fixed quote formatting, grammar 4 Quote Share this post Link to post
Kyka Posted November 25, 2022 (edited) 45 minutes ago, jpsplat said: check out the documentation for PNG2WAD, the enemy/item placement is randomly generated. I don't think the algorithm has an option that places those monsters at all. The only reason I left monsters on at all was to prevent the player from keeping the automap on the whole time. All I added was the key doors, the keys, and 3 cyberdemons near the keys. Also, I'm working on a new version that will be more fun and less troll-y. This will include big towers near the keys that the player can see from far away and stair sections that go up to let the player see the whole level (like those little raised bridges at the corn maze). But its finals week for me so probably not any time soon. Thank you for the info. And good luck in your finals. :) That said, the idea of having towers visible from a long way off is gonna mean that the engine has to render every linedef between you and the towers, which, if I am right, means that the level is gonna be unplayable. Edited November 25, 2022 by Kyka 1 Quote Share this post Link to post
Kyka Posted November 25, 2022 6 hours ago, RataUnderground said: I can see how this map will become a thing in the speedrun scene. Edit: What is the par time? I really like the idea that maps like this could be speedrun. That would be cool. Especially if they were made visually interesting, with different areas like a CTF map. I imagine the par time, like the Kessel run in Star Wars, should be measured in parsecs. Gigaseconds perhaps? 0 Quote Share this post Link to post
Clippy Posted November 25, 2022 If towers will break it you could show shown indicators on the map for destination points 2 Quote Share this post Link to post
Maribo Posted November 25, 2022 1 hour ago, Kyka said: I really like the idea that maps like this could be speedrun. That would be cool. Especially if they were made visually interesting, with different areas like a CTF map. You'd probably have to drastically alter a map like this to make it fun to speedrun, I'm pretty sure Shepardus is going to table fill NoMo or a UV-Speed run or something for this if there's a "final" version, but he's a bit insane :P Now if you put a void glide spot in it.... maybe you'd get some silly competition going. 4 Quote Share this post Link to post
jazzmaster9 Posted November 25, 2022 (edited) On 11/23/2022 at 9:34 AM, PeterMoro said: "hey everyone I speed - made a bunch of uninspired useless lazy junk for everyone".wad There's been a lot of those this year :( Has There been a lot? Cuz I've seen a lot of Cool first maps and big project releases this year. As for lazy junk, this aint one of them. This is less "Lazy/Uninspired" but more "pointless but very amusing" which is much more interesting The fact people are actively participating in playing and talking about this means it got further than most low effort maps. Lets try to not lump everything that doesnt look like Sunder or BTSX into the "Lazy" "Git gud at mapping lol" category. Edited November 25, 2022 by jazzmaster9 12 Quote Share this post Link to post
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