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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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Genuinely I think I’m pretty close to done at this point, I know I said “a month at most” but if it wasn’t obvious by now I’m not particularly good at keeping to release windows… again, I’m sorry and thank you all for being so patient, it will be done soon, I promise

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Glad to hear things are still moving. Just curious, is it still being divided into 3 wads? Or 1 wad per episode? And are any individual sections complete yet

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5 minutes ago, Billa said:

Glad to hear things are still moving. Just curious, is it still being divided into 3 wads? Or 1 wad per episode? And are any individual sections complete yet

 

The project is divided into 5 episodes, each their own individual wad file and each containing 46 maps, 4 of those are completed right now 

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3 hours ago, NiGHTS108 said:

 

The project is divided into 5 episodes, each their own individual wad file and each containing 46 maps, 4 of those are completed right now 

I just wanna say again, thank you for all the effort. totally understand how life gets in the way sometimes, we absolutely appreciate your commitment!!

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32 minutes ago, Phoenyx said:

230 maps :)

Ok... so RAMP 2023 with its 296 maps is still the map count king it seems :D

Edited by Amiga Angel

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  • 3 weeks later...
On 7/27/2023 at 10:58 AM, Amiga Angel said:

Ok... so RAMP 2023 with its 296 maps is still the map count king it seems :D

 

Rats! Just when I was about to brand this as "the biggest smallest community project ever"

 

Or I could just do that anyway because it IS a snazzy subtitle

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3 hours ago, NiGHTS108 said:

 

Rats! Just when I was about to brand this as "the biggest smallest community project ever"

 

Or I could just do that anyway because it IS a snazzy subtitle

you're gonna have to get 67 more maps if you want to surpass ramp2023

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1 hour ago, Paf said:

you're gonna have to get 67 more maps if you want to surpass ramp2023

 

Ahaha, no thanks, they can keep it 😅

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296 maps is insane, do not replicate this, you will succumb to madness D:

 

This project is an incredible idea in its own right and it’s amazing to see how creative people have been in making maps with this kind of restriction!

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7 minutes ago, DavidN said:

296 maps is insane, do not replicate this, you will succumb to madness D:

 

I feel your pain David, I really do

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21 hours ago, NiGHTS108 said:

 

I feel your pain David, I really do

Would you say it feels like 230 pain elementals, each with their lost soul limits removed, all swarming on you? ;)

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  • 3 weeks later...
5 hours ago, NiGHTS108 said:

Hey guys, I have a pretty minor update for 10 Line Massacre, don't get your hopes, it's pretty small, but

 

RC1 is out.

 

thank you so much! :D

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@LSC Lasico There seems to be a blockmap related bug in your map "Light Pillar In Abyss" on DSDA-Doom that causes errors with collision, if you could edit your map to scale it back to prevent this error from happening, I'd much appreciate that. I'm also fine with editing the map myself to fix this problem if you don't want to, so tell me if that's fine by you. 

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7 hours ago, NiGHTS108 said:

@LSC Lasico There seems to be a blockmap related bug in your map "Light Pillar In Abyss" on DSDA-Doom that causes errors with collision, if you could edit your map to scale it back to prevent this error from happening, I'd much appreciate that. I'm also fine with editing the map myself to fix this problem if you don't want to, so tell me if that's fine by you. 

If you're talking about how the fireblu walls can be walked through, that is partly intentional. Also the reason why I do not play this map on ports that do not have this problem.

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9 hours ago, LSC Lasico said:

If you're talking about how the fireblu walls can be walked through, that is partly intentional. Also the reason why I do not play this map on ports that do not have this problem.

 

That's fair enough but also on DSDA-Doom it triggers an all-ghosts effect so Doomguy can't take damage at all I believe the map is unbeatable due to not being able to pick up anything including keys.

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25 minutes ago, NiGHTS108 said:

 

That's fair enough but also on DSDA-Doom it triggers an all-ghosts effect so Doomguy can't take damage at all I believe the map is unbeatable due to not being able to pick up anything including keys.

Oh damn. I never had it happen on my end, and I dunno how to fix it, that will require removing most of the monsters.

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1 minute ago, LSC Lasico said:

Oh damn. I never had it happen on my end, and I dunno how to fix it, that will require removing most of the monsters.

 

I don't know if removing MOST of the monsters would be necessary, as I think this is an issue caused by the sheer size of the map, I can take a look at the map myself if you want?

Edited by NiGHTS108

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42 minutes ago, NiGHTS108 said:

 

I don't know if removing MOST of the monsters would be necessary, as I think this is an issue caused by the sheer size of the map, I can take a look at the map myself if you want?

Yeah, you can. 
Also, an idea I just had, make the fireblu linedefs non solid and make them silent teleport to the opposite side. I think that should keep a similar effect.

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2 hours ago, NiGHTS108 said:

 

That's fair enough but also on DSDA-Doom it triggers an all-ghosts effect so Doomguy can't take damage at all I believe the map is unbeatable due to not being able to pick up anything including keys.

If you're playing in Boom compatibility then the all-ghosts bug shouldn't be possible.

 

Edit: Took a look at this, seems to be a blockmap overflow (enabling the "fix clipping in large levels" option makes it playable).

Edited by Shepardus

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7 minutes ago, Blue Phoenix said:

E4 map27 "Keen to Survive" is missing its bossaction

bossaction = Cyberdemon, 70, 667

needs to be in umapinfo for the map to be completable.

 

My mistake, I must have forgot to make a note it, that's fixed now!

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BluePhoenix Miniddo fix.zip

 

A also looked at my segment in Miniddo and found some errors

 

2.the lower right line of the inner triangle was accidentally split and should serve as the segment's exit so the extra line next to it is unnecessary.

1.the northern  sector (tagged 31) should be the players entrance.

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