SuyaSSS Posted January 8, 2023 (edited) So, here is my 5th map for this project. Spoiler [made as somewhat of a joke] Name: Wanna Break From The Ads Music: Doomsday Zone from Sonic 3 and Knuckles lastliness.zip Edited January 8, 2023 by SuyaSS 1 Quote Share this post Link to post
DoctorNuriel Posted January 8, 2023 "The Greenhouse" A quick collab between DreamingGirl1996 and myself. She sketched out the initial shapes and general progression and I created the map and determined exact thing placement. Music is "Permission to Dance" by BTS. 10linecp_2023boom_doctornuriel_releasev1.zip 3 Quote Share this post Link to post
Horus Posted January 8, 2023 (edited) 16 hours ago, Arsinikk said: Why doesn't it work in gzdoom? We could possibly force ZDoom compat settings to fix it, depending on why it doesn't work. 2 reasons: (1) GZDoom seems to have different scrolling floors behaviour with regards to its impact on things. I thought having the line length with the scroller action as a multiple of 32 solves for this, but apparently not. The end result is that the burning barrels I have on this map appear in different positions in GZDoom than DSDADoom, preventing the player's progress (2) GZDoom appears to have different collision logic when the player hits a thing on a scrolling floor. On GZDoom you get much more severe pushback after the collision, making progression incredibly difficult Not sure if there is a solution to these two things without reworking the map. Anyway, here is the map: Author: Horus Map name: Race Against Time 2: Return of the RAT Difficulties: implemented Lines: 10 MIDI: Crucifix Held Close from Castlevania: Portrait of Ruin (Updated map attached in post lower down the page) Edited January 8, 2023 by Horus 2 Quote Share this post Link to post
Blue Phoenix Posted January 8, 2023 My set of 5 maps including and update of my previous submission Tested with DSDA doom & Gzdoom Difficulty setting included Coop and Deathmatch starts included https://www.dropbox.com/s/pdlkuxxvhyhsrre/10-BluePhoenix.zip?dl=0 Spoiler Map 1: Hell Hole My first map for the project, made a door that ate 1/3 of my line budget. Triangles:2 Map 2: Terror of Trig Town An attempt at a city-map, not much of a city but it is a difficulty spike. Triangles:4 Map 3: Try Force Not much to say on this one. Triangles:5 Map 4: Deltoid of Death My first ever dead simple clone. Triangles:0 Map 5:Keen to Survive And my first ever slaughter map. Triangles:1 4 Quote Share this post Link to post
Horus Posted January 8, 2023 16 minutes ago, Horus said: 2 reasons: (1) GZDoom seems to have different scrolling floors behaviour with regards to its impact on things. I thought having the line length with the scroller action as a multiple of 32 solves for this, but apparently not. The end result is that the burning barrels I have on this map appear in different positions in GZDoom than DSDADoom, preventing the player's progress (2) GZDoom appears to have different collision logic when the player hits a thing on a scrolling floor. On GZDoom you get much more severe pushback after the collision, making progression incredibly difficult Not sure if there is a solution to these two things without reworking the map. Anyway, here is the map: Author: Horus Map name: Race Against Time 2: Return of the RAT Difficulties: implemented Lines: 10 MIDI: Crucifix Held Close from Castlevania: Portrait of Ruin Managed to solve first issue just by spacing out the things more, second issue not sure I can do much about. So it's now technically completable on GZDoom, just significantly more difficult. Updated map attached rat2_v2.zip 1 Quote Share this post Link to post
rita remton Posted January 8, 2023 (edited) hi! our submission to this community project: my brother's maps: name: green sarnie. author: rita's brother. midi: i am a gummy bear (the gummy bear song) by gummy bear, from mididb.com. difficulty levels: implemented.download here. name: blue moonlight. author: rita's brother. midi: blue by eiffel 65, from freemidi.org. difficulty levels: implemented.download here. my map: name: klutzy kite. author: rita remton. midi: i stand alone by godsmack, from freemidi.org. difficulty levels: implemented.download here. update: too bad we made it before deadline, but not the 200 map limit in the project spreadsheet. but that's ok since we got to publish our first doom maps. c'est la vie, i guess :) Edited January 8, 2023 by rita remton 3 Quote Share this post Link to post
Halfblind Posted January 9, 2023 (edited) Update: I rebuilt my previous map attempt and by my opinion this version is much better. I included another map in the download and in my opinion both maps play well back-to-back. They are a derivative of the same kind of idea with a lot of variation between both maps. I tried implementing difficulty settings too. In my opinion most of these restriction/limitation and vanilla/boom style map sets would work wonderfully if created for the ZDoom (not GZdoom) port. There is still a lot that you can do with that little engine. If I were to rebuild these maps for ZDoom I would have used monster spawns, moving floors, line horizons and item pick up triggers to make the maps more interesting. Spoiler - Map 1 - Author: BlindChaos aka Halfblind Map Name: Cramped Cargo Map Slot: Just pick one I don't care Map MIDI: Please use Doom 2 Map 15 This map is currently placed in Map27 slot. Please note I changed the name of the map, please reflect the name change. Screenshot taken in Zdoom, screenshot looks dark, but the map looks better in game. Yellow key is only for decoration Spoiler - Map 2 - Author: BlindChaos aka Halfblind Map Name: Flesh & Bones Map Slot: Just pick one I don't care Map MIDI: Please use Doom 2 Map 28 This map is currently placed in Map28 slot. Screenshot taken in Zdoom, screenshot looks dark, but the map looks better in game. Yellow key is only for decoration Spoiler Here is the updated file. I included a special leprechaun skin to play with any source port that supports skins just for a little bit more fun. BC_10LNS.zip Edited January 9, 2023 by Halfblind 2 Quote Share this post Link to post
stridertech Posted January 9, 2023 (edited) i'll take any slot if there are any available. author: samcantmod32/scientifikgenius map name: "DOWNSIDE UP" i built this in like 30 mins or something idk lol MUSIC: system of a down - jet pilot MIDI tested with DSDA, PrBoom, and GZDoom 10 lines, 2 sectors10LM-DOWNSIDE_UP-v2.zip Edited January 11, 2023 by scientifikgenius fixed map, added sector 0 Quote Share this post Link to post
IcarusOfDaggers Posted January 9, 2023 (edited) Map name: Wizards Hat Download: https://doomshack.org/uploads/WIzards Hat.wad Tested: DSDA, GZDoom. UMAPINFO: Not present. Difficulties: Implemented. Textures: Vanilla Slot: Map01 (Reassign to any) Music: D_RUNNIN unless you can find something better. Build time: 1 hour, most of it on dieing multiple times to cyber rocket. Task: Wound the cyberdemon with the monsters, then finish everything off with rockets and plasma(if you need it, but don't try to get it early, you will regret it). You get chaingun for lost souls. Good luck Marine. Screenie: Spoiler edit: @DELTA256 So you are saying your map is perfect for me? Edited January 9, 2023 by IcarusOfDaggers 0 Quote Share this post Link to post
russin Posted January 9, 2023 map01 Author: russin Name: Autistic slaughter map midi: MEDIC! - team fortress 2 map02 Author: russin Name:RED TEAM KICK BOT!!!! midi: A Sacret Lot - Highly Responsive to Prayers (no difficulty, no DM and no co-op, as always) https://drive.google.com/file/d/1Gza7md-gktiWhzNk87uk9XwCZjXhiMXb/view?usp=sharing 0 Quote Share this post Link to post
Paf Posted January 10, 2023 (edited) (takes map01 slot and d_runnin slot for testing purposes) name: mappersblock.wad 2.0 midi: family guy Spoiler I was listening to the family guy intro in midi for 30+ minutes because I forgot to change the midi I was playing when I started making the map, and I'm bored and have no idea what else to choose this is also a speedmap, it took me a while to fix some bugs as an artifact of not using snap to grid in UDB so I could fit in more linedefs https://cdn.discordapp.com/attachments/950130727532507210/1062170834036346990/mappersblock.wad Edited April 1, 2023 by Paf i don't know how i was stupid enough to call linedefs sectors even with all of the context i had and then only now notice it 1 Quote Share this post Link to post
DΞLTΛ Posted January 10, 2023 (edited) On 1/8/2023 at 12:22 PM, DELTA256 said: Just in case somebody has something called "skill issue". The map was mainly targeted to ultra violence or higher and given the 10 linedef limit, I didn't have much to work with in terms of map making. That and I'm also one of those people who crave a power-fantasy/convenient gameplay thing with mods so that's also a factor in that if that makes sense. (but it's mainly directed towards people with skill issue lmao) 9 hours ago, IcarusOfDaggers said: So you are saying your map is perfect for me? At first, what you had just said went straight over my head... I kinda sort of get it now that you mention it... But it will most likely be the absolute dream of a newbie, which I assume you're not and you just said that for comedic purposes. If what you said is true however, You ain't the only one here, I've been playing the goldeneye tc as well as countrycide on what I assume are the medium difficulties and they have been routinely kicking me in the jacksie so I feel you on that one... If that makes sense... Edited January 10, 2023 by DELTA256 1 Quote Share this post Link to post
4shockblast Posted January 10, 2023 Map Name: Barrely a Problem Music: Techno Rave from The Incredible Machine 10line_shock_5.zip 4 Quote Share this post Link to post
4shockblast Posted January 10, 2023 Map Name: Thinking with Portals Music: Unreleased 04 from Blood This one is a bit more of a meme. :^) 10line_shock_6.zip 3 Quote Share this post Link to post
4shockblast Posted January 10, 2023 Map Name: Run from It's Little Brother Music: Rat Hunt from RuneScape 10line_shock_2.zip 3 Quote Share this post Link to post
Arsinikk Posted January 10, 2023 On 1/8/2023 at 11:15 AM, Horus said: 2 reasons: (1) GZDoom seems to have different scrolling floors behaviour with regards to its impact on things. I thought having the line length with the scroller action as a multiple of 32 solves for this, but apparently not. The end result is that the burning barrels I have on this map appear in different positions in GZDoom than DSDADoom, preventing the player's progress (2) GZDoom appears to have different collision logic when the player hits a thing on a scrolling floor. On GZDoom you get much more severe pushback after the collision, making progression incredibly difficult Not sure if there is a solution to these two things without reworking the map. Sorry it took me so long to get to this. Yeah with how your map is, and how GZDoom is, the map is simply not gonna play too well in GZDoom. Does any part of the map rely on momentum against things? I played through the map, and there's a certain part where it was beneficial to me to do that against some burning barrels. I bring this up because GZDoom does not allow for a fix even with compatibility options set. The player is unable to gain momentum while running against things in GZDoom. Also sadly, like you said, even with compatibility settings GZDoom does give more severe pushback when the player collides with things. This is a result of GZDoom using a different physics/collision algorithm, which can't be fixed without a new compatibility setting being coded in. So I'll admit that even with compatibility settings, your map wouldn't run well in GZDoom. Honestly, it's up to the project leader @NiGHTS108, if he's ok with that. The project did say to make maps specifically targeted to DSDA Doom, which your map does work correctly in. 3 Quote Share this post Link to post
NiGHTS108 Posted January 10, 2023 Yeah considering we are targeting DSDA-Doom I'll include it, if you can find a way to fix it, that's great though 2 Quote Share this post Link to post
stridertech Posted January 10, 2023 i'm trying to make a 2nd map for the project, but enemies will refuse to move everytime i try to save my map, but when i make changes then test, it's fine. how do i fix this? 0 Quote Share this post Link to post
Dragonfly Posted January 10, 2023 (edited) 31 minutes ago, samcantmod32 said: i'm trying to make a 2nd map for the project, but enemies will refuse to move everytime i try to save my map, but when i make changes then test, it's fine. how do i fix this? Have more than 1 sector. This issue is present in your previous map, too; which is easily fixed since you only used 8 lines. Edited January 10, 2023 by Dragonfly 2 Quote Share this post Link to post
stridertech Posted January 10, 2023 Just now, Dragonfly said: Have more than 1 sector. thanx :) 0 Quote Share this post Link to post
stridertech Posted January 10, 2023 (edited) my 2nd map for 10LM - icon of sin/romero fight name: SINISTER FACE OF THE U.A.C. author: samcantmod32 MIDI: TOOL - Intolerance tested with DSDA and GZDoom 10 lines used, 2 sectors UPDATED DOWNLOAD - fixed collisions with some walls 10LM-FACE_OF_THE_UAC-v2.zip Edited January 10, 2023 by samcantmod32 added updated download 0 Quote Share this post Link to post
stridertech Posted January 10, 2023 55 minutes ago, Dragonfly said: Have more than 1 sector. This issue is present in your previous map, too; which is easily fixed since you only used 8 lines. ill fix the other map thank u for telling me 0 Quote Share this post Link to post
IcarusOfDaggers Posted January 10, 2023 11 hours ago, DELTA256 said: At first, what you had just said went straight over my head... I kinda sort of get it now that you mention it... But it will most likely be the absolute dream of a newbie, which I assume you're not and you just said that for comedic purposes. If what you said is true however, You ain't the only one here, I've been playing the goldeneye tc as well as countrycide on what I assume are the medium difficulties and they have been routinely kicking me in the jacksie so I feel you on that one... If that makes sense... Well... I'm definetly noob though. I play on HMP usually. So I'll check yours out soon (tm) 1 Quote Share this post Link to post
Billa Posted January 10, 2023 My last map wasn't difficult enough so here Mapper: Billa WAD: 10linebg.zip Title: kvo's lament MIDI: OEIS A119953 Demo: 10lb-exit.zip 4 Quote Share this post Link to post
eltiolavara9 Posted January 10, 2023 name: oblong no difficulty settings or multiplayer starts song is some midi i made that i had laying around (also oops just realized the 200 map limit has been hit already but i made it before noticing soo) 10linedef.zip 0 Quote Share this post Link to post
Ordon Posted January 10, 2023 (edited) My last map for this project Name: IHMMN.rar (I hate my mini neighbors) Map number: 01 music: "I Hate My Neighbors Theme" by 8Bit Shocker Build time: about 90 minutes Difficulty: easy map based on "I hate my neighbors" map01 Spoiler IHMMN.rar Edited January 10, 2023 by Ordon 1 Quote Share this post Link to post
Ludi Posted January 10, 2023 I can't think of anything interesting, so I'm gonna have to pull outta this one. I'm terrified of this wad lmao 0 Quote Share this post Link to post
LadyMistDragon Posted January 10, 2023 1 minute ago, Ludi said: I can't think of anything interesting, so I'm gonna have to pull outta this one. I'm terrified of this wad lmao Yes, your 10 lines must be absolute perfection! 1 Quote Share this post Link to post
Ludi Posted January 10, 2023 Just now, LadyMistDragon said: Yes, your 10 lines must be absolute perfection! Absolutely :3 1 Quote Share this post Link to post
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