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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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1 hour ago, Arwel said:

Hey, here's my map.

Tested in DSDA and GZDoom, in the latter I'd recommend turning off dynamic lights because performance may suffer.

 

Map Name: Journey To The Waterfall of Skulls

Author: Arwel

Music: "Horror Land" from Mario Party 2 with adjustments from Kevin Hill

Sky: Black (I'll think about it, maybe change later if that's ok)

Format: Boom

Difficulty Settings: No

Build Time: Something like 10 hours

 

journey_to_the_waterfall_of_skulls.zip

 

  Hide contents

 

screenie1.png

screenie2.png

screenie3.png

 

 

Holy crap that map looks impressive. How many things is that?

Edited by epicyolomaster420
fixed typo

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8 minutes ago, epicyolomaster420 said:

Holy crap that map looks impressive. How many things is that?

 

Thanks! That's 6522 things.

I think almost half of built time spent on layout alone, but I still consider it pretty quick.

The main trick I'm proud of was to find a tree pattern that composes with itself nicely. That allowed to use it almost like a brush to draw layout.

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22 hours ago, BMWAG65321 said:

If we're shitposting...

 

Title: Ent

MIDI: D_RUNNNN by Xaser

10LM-Ent.zip

  Reveal hidden contents

DOOM00.png.ec3a272210d9e49bf4000e57fa864164.png

 

Inspired by this concept, i made another thing as well. Hope it will be accepted or seen or wtf

 

Title: Und

Author: Walter

Build time: 20 minutes

New Music: Fish Polka by Lee Jackson

Description: 10 lines Underhalls remake goes Wolfestein style for some reason.

und.zip

Spoiler

doom00.png

 

Edited by Walter confetti

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I made another map, but it's unfortunately in Doom 2 format (yeah, shoot me) so sky transfers are not worth the trouble at all.

 

Name: Craters of the Moon National Monument

Midi: "Blood Rush" by Tristan Clark from the Plutonia MIDI Pack

Difficulty Settings: Yes

Custom textures from OTEX and Lost Civilization

crater.zip

Edited by LadyMistDragon

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Made 3 more maps which hits the max total of 5 for me on this community project :)

 

10linesPhilC

 

Tiltle: Doomguy's Tech-nical Difficulties 

MIDI: unknown as I rip it from Allroy2 E1M6

Built time: 15 minutes

 

Spoiler

Fl02N92WIAMlywb?format=png&name=medium

 

 

10linesPhilD

 

Title: Special Stage: Cyberdemon Highway

MIDI: MIDI rendition of Gradius 2 - Boss Rush

Built time: 20 minutes

 

Spoiler

Fl02PgqWIAIl_Rl?format=png&name=medium

 

 

10linesPhilE

 

Title: Cacodemon DEZ NUTZ!!

MIDI: Hell Revealed Map 19

Built time: 25 minutes 

 

Spoiler

Fl02PhVXgAAGs_9?format=png&name=medium

 

10linesPhilCDE.zip

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I'm running into a few issuses with using the boom format, namely enemies don't attack when they see you and they wake up when you fire a shot and run towards you, but do not attack if that makes sense...

 

And seeing as the deadline is fast approaching, I'm willing to give somebody else the map27 spot which I currently have... Sorry...

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35 minutes ago, DELTA256 said:

I'm running into a few issuses with using the boom format, namely enemies don't attack when they see you and they wake up when you fire a shot and run towards you, but do not attack if that makes sense...

 

And seeing as the deadline is fast approaching, I'm willing to give somebody else the map27 spot which I currently have... Sorry...

You need more than 1 sector in a map for enemies to work properly.

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1 hour ago, Avix said:

You need more than 1 sector in a map for enemies to work properly.

 

GUESS I'LL HAVE TO TRY AGAIN... THIRD TIME SHOULD BE THE CHARM...

 

Thanks for the advice I guess...

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Mapper: Arsinikk

Map Name: Lifeline
Map Number: N/A

Format: Boom (complevel 9)
Music: "Hell Beneath" by Arsinikk

Build Time: ~1 hour (sorta... had to redesign the map to not use generalized crushers, cuz they no work in complevel 9)
All difficulties are implemented with coop spawns

  

Download:

10lnm-Lifeline.wad

 

Screenshot (spoiler):

Spoiler

10lnm-lifeline-screen.jpg

 

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I'VE DONE IT

 

Name: THIRD TIMES THE CHARM (this is because it took me about 3 attempts to make this)

Map number: map 27

music: "Freaky" by infraction https://www.youtube.com/watch?v=orvA83_92Ho

Sky: my own creation made in 5 minutes in gimp

Build time: You don't wanna know...

Format: Boom

multiplayer is supported although I haven't tested it because I don't have zandronum

mapper: THE PROFESSIONAL DUMBASS aka DELTA256

MAP27boom.zip

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22 hours ago, Niloquì said:

Submission #1: The Maze

 

This map doesn't seem to be completable due to the lack of a special action on one of the door linedefs

 

995778997_The_Mazeat2023_01.0710-55-09.650R3971.jpg.e0ade28140524cc739e49f49f45bd166.jpg

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14 minutes ago, NiGHTS108 said:

This map doesn't seem to be completable due to the lack of a special action on one of the door linedefs

 

You need to open the first door remotely

Immagine.png.d16ec65df71e19866d56bb18a464bb37.png

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15 hours ago, Arwel said:

Hey, here's my map.

Tested in DSDA and GZDoom, in the latter I'd recommend turning off dynamic lights because performance may suffer.

 

Map Name: Journey To The Waterfall of Skulls

Author: Arwel

Music: "Horror Land" from Mario Party 2 with adjustments from Kevin Hill

Sky: Black (I'll think about it, maybe change later if that's ok)

Format: Boom

Difficulty Settings: No

Build Time: Something like 10 hours

 

journey_to_the_waterfall_of_skulls.zip

 

  Hide contents

 

 

 

WOW I'm impressed, a few people have tried this idea already but this is easily the most complex layout I've seen for this project, one of the best for sure!

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It has once again been updated

5 maps until we've overtaken RAMP dudes!

 

https://docs.google.com/spreadsheets/d/1iHpZjl9Vy-KO7xbRD21jkJS7dXiSavMB-xvNPGszwLo/edit?usp=sharing

 

Edit: Because I should probably address how this wad with 200+ maps is gonna be put together, I plan to divide it into 5 episodes increasing in difficulty (Not necessarily an even amount of maps between episodes)

 

E1: Easy

E2: Medium

E3: Hard

E4: Expert

E5: Grandmaster

 

I also *might* do a GZDoom version of this wad with every map playable continuously... but only maybe

Edited by NiGHTS108

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Please may I submit a map.

 

Please note I had to quit mapping and stop my personal projects years ago due to an unending chronic illness, so don't expect much from me.

 

Author: BlindChaos aka Halfblind

Map Name: Cramped Crates

Map Slot: Just pick one I don't care

Map MIDI: Please use Doom 2 Map 15

Resources: The map is designed in vanilla with all vanilla resources.

 

Spoiler

Maps a Romero Lift, expect plenty of boring lift lowering due to the limitation on lines. This meant that I couldn't use monster alcoves, teleports or spawning :(

Screenshot_Doom_20230107_070604.png.3be3e460714d7494f5c28a027a56f6c9.png

Spoiler

Here's the Map. Please note that it is still a work in progress. :)

 

I included a special leprechaun skin to play with any source port that supports skins just for a little bit more fun.


BC_XCC.zip

 

Edited by Halfblind

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1 minute ago, Halfblind said:

Please may I submit a map.

 

Please note I had to quit mapping and stop my personal projects years ago due to an unending chronic illness, so don't expect much from me.

 

Author: BlindChaos aka Halfblind

Map Name: Cramped Crates

Map Slot: Just pick one I don't care

Map MIDI: Please use Doom 2 Map 15

Resources: The map is designed in vanilla with all vanilla resources.

 

  Reveal hidden contents

Maps a Romero Lift, expect plenty of boring lift lowering due to the limitation on lines. This meant that I couldn't use monster alcoves, teleports or spawning :(

Screenshot_Doom_20230107_070604.png.3be3e460714d7494f5c28a027a56f6c9.png

 

 

You gonna drop the download?

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2 hours ago, NiGHTS108 said:

I also *might* do a GZDoom version of this wad with every map playable continuously... but only maybe

 

Since DSDA-Doom is the target port, you can do this anyway with UMAPINFO. 👍

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Just now, Dragonfly said:

 

Since DSDA-Doom is the target port, you can do this anyway with UMAPINFO. 👍

 

Problem is I’m not sure if you can idclev or warp to maps above 99

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16 minutes ago, NiGHTS108 said:

Problem is I’m not sure if you can idclev or warp to maps above 99

Afaik in dsda you can't warp above 99, but you can have a map00. So 100 per wad is possible.

 

EDIT: You can have a umapinfo with episode starter above 99 and it will take you there and exits will take you to next maps, but -warp is limited to 99, idclev and console idclev take 2 digits.

Edited by Doomy__Doom

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7 hours ago, DELTA256 said:

Name: THIRD TIMES THE CHARM

Why do you have so much health and rockets ammo? When playing it on the lower difficulties I only had to shoot like 2 rockets to 100% the map due to monster infighting. It has a great choice in monsters and textures though.

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Name: Weapons, please

Map number: 07 (your goal is to kill all the mancuby, and then the "desk" will lower)

music: "Dark Halls" from Ultimate DOOM

Build time: about 80 minutes

 

i think the concept of a map like this is pretty neat

 

Spoiler

doom80.png.f787d693a5edb371c5d3837a155aa316.pngdoom81.png.98e172a54df71c6397e3df49c2f21201.png

 

WEAPONS.rar

 

 

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6 minutes ago, Horus said:

Is it permitted to submit a map that doesn't work in GZDoom? 

Why doesn't it work in gzdoom? We could possibly force ZDoom compat settings to fix it, depending on why it doesn't work.

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10 hours ago, Halfblind said:

Why do you have so much health and rockets ammo?

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) 

 

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