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[COMPLETELY closed to new submissions now, thanks for mapping!] 10 LINE MASSACRE: It's releasing 01.09.2023 guys I promise :(


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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 by SuyaSS

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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 by Horus

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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

10-l.png.ecbb36060a15fe0bf6f4ecc18405fdf6.png

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

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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

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hi! our submission to this community project:

 

my brother's maps:

  1. 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.
    Z0ULz7um.png
    download here.
     
  2. name: blue moonlight.
    author: rita's brother.
    midi: blue by eiffel 65, from freemidi.org.
    difficulty levels: implemented.
    ZrioHHVm.png
    download here.

my map:

  1. name: klutzy kite.
    author: rita remton.
    midi: i stand alone by godsmack, from freemidi.org.
    difficulty levels: implemented.
    ob4xP0ym.png
    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 by rita remton

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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

BC_CrampedCargo.png.bc28e416041b27dbb10fc4ef8fafaa4e.png

 

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

704128743_BC_FleshBones.png.e7c0506c6b517d316d8a806b30704c27.png

 

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 by Halfblind

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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 sectors

10LM-DOWNSIDE_UP-v2.zip

 

Edited by scientifikgenius
fixed map, added sector

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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

image.png.b827df42ca5ac166fd206b4d5d1bb90c.png

 

edit: @DELTA256 So you are saying your map is perfect for me? 

 

 

Edited by IcarusOfDaggers

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(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 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

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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 by DELTA256

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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.

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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?

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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 by Dragonfly

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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

 

SINISTER_FACE_OF_THE_UAC.jpg

Edited by samcantmod32
added updated download

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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

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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)

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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

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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

doom82.png.ec6446b83ac3466a13cfd010457ac8df.png

 

 

IHMMN.rar

 

Edited by Ordon

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I can't think of anything interesting, so I'm gonna have to pull outta this one. I'm terrified of this wad lmao

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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!

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Just now, LadyMistDragon said:

Yes, your 10 lines must be absolute perfection!

 

Absolutely :3

 

 

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