Large Cat Posted July 30, 2023 (edited) Download the wad here: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/lb Limit Buffet is a 39-map limit-removing community megawad made of maps and songs which each adhere to their own strict limitations. Perhaps you’ve seen wads based on such mapping limitations: using only 100 linedefs, 64 vertices, or 30 monsters for example. Limit Buffet samples a variety of these ideas, some traditional, some zany. We’ve even got a full soundtrack in this spirit! IWAD: Doom 2 Map Format: complevel 2 / limit-removing (ironic, I know) Tested ports: Crispy Doom, DSDA Doom, GZDoom (U)MAPINFO recommended, but all maps are playable without it. Pistol-starting maps is recommended, though continuous play is possible as well. You may enjoy this wad if you appreciate: Quirky or gimmicky gameplay themes Short, punchy maps (3-10 min playtime) Sampling a variety of mapping styles Light DeHackEd gameplay modifications Original music Tell us what you think, and be sure to let us know if you’re streaming; we’d love to pop in! The wad is still in release candidate phase, so we are open to critiques. Playthrough videos, vods, and demos are very much welcome! Watch the trailer here: Listen to the full soundtrack on Arsinikk’s YouTube channel: Spoiler Spoiler For non-(U)MAPINFO ports: you can still play all the maps, but you will need to warp or cheat to access maps 33-39. (U)MAPINFO allows direct access by continuing with levels after MAP30 ends. Here are the mappers and limitations they had to work with: @NinjaDelphox - MAP01: Libra Woods - Map may not contain any monsters. @knifeworld - MAP02: Slime City Ruins - You may provide only one weapon pickup, including those dropped by monsters. You may not provide any berserk packs. You may provide any ammo you like (including bullets for the starting SMG). @RED77 - MAP03: Quick-draw - You may only use hitscan monsters in the map, and you may only provide hitscan weapons. This includes: zombiemen, shotgunners, chaingunners, archviles, shotguns, super shotguns, chainguns, and chainsaws. @tonytheparrot - MAP04: Nice - Your map may contain only 69 linedefs in total. @Worm318 - MAP05: Cybersys - You have a 2000 HP budget for the monsters in your map. The total HP of all monsters may not exceed this budget. You may not use pain elementals or archviles. @Walter confetti - MAP06: Storming the Water Valley - Your map may contain only 1 sector. You may optionally add another inaccessible sector that the player never sees if monsters refuse to attack you with only one sector. @spineapple tea - MAP07: Sludge Factory - You may only use two types of monster of your choice. If you use pain elementals, your other choice must be lost souls. @Cacodemon187 - MAP08: Mi Castillito - No two vertices may be within 64 units of each other. @Lorcav - MAP09: Caves of Aed - You may only use three different textures and one flat in your map. @Arsinikk - MAP10: Surreal Survivalism - You may not texture any walls. @ThatWeNGuy - MAP11: Doom-Guy and the Burning House - All sectors except one must have light level 0. @Eon Toad - MAP12: Waterworld - You may only use liquid textures and flats. @Andrea Rovenski - MAP13: As Good as it Gets - You have only 15 minutes to create your map, including testing and detailing. You may make updates in response to feedback, but don’t use this time to add new content or detailing. @Reelvonic - MAP14: Remote Facility - Your map may contain at most 250 vertices, linedefs, and sectors combined. @scientifikgenius - MAP15: Forged in Stone - You may only use the following monsters in your map: imp, hell knight, baron, and cacodemon. Your map must have a regular exit and a secret exit. You may also use one of the following monster types: arachnotron, baby cacodemon, cyberdemon, or cybruiser. @ChippiHeppu - MAP16: Toxic Dump Capital - Your map may contain only 2 sectors. You may not use blocking decorations in your map. @Arsinikk - MAP17: Butcher Box - The map must fit in a 1024 x 1024 box. @Amiga Angel and @Large Cat - MAP18: Marbstein - All 2-sided linedefs must be oriented at 0 or 180 degrees (straight up and down). @SharkyChip - MAP19: Unboxing - You may use each flat and texture at most once. @SuyaSSS - MAP20: Castle Zombieman’s Secret - All monsters must be zombiemen. The only weapon you may provide is the BFG. @mr-around - MAP21: Staycation - All linedefs must be monster-blocking. @Codename_Delta - MAP22: Abysmal Ambush - All linedefs must be sound-blocking. @Large Cat - MAP23: Diabolical Dichotomy - Monsters cannot see or attack the player unless they are in the same sector. @Amiga Angel - MAP24: Temple of Khorne - You may use at most three of each monster type. @Qeswic - MAP25: Time Skip - All linedefs must be either impassable or valid teleporters (for both players and monsters). @IvanDobsky - MAP26: Lower Wait Raze - You get a budget of 3 special sectors and 6 special linedefs. All other (non-special) lines and sectors must share the same (non-zero) tag, and the non-special lines must have line action 123 (SR Lift lower wait raise). @NinjaDelphox - MAP27: They Live in the Walls - You may not delete or undo anything while making your map. @Ravendesk - MAP28: Doom is a 1D Game: Your map may only span 128 units along the x-axis. @HiRon - MAP29: Healthless - Your map must contain exactly 9 health bonuses, one green armor, and no other health or armor pickups. @Arsinikk and @DiR- MAP30: BFG Ballbuster - You must provide a BFG and an effectively infinite supply of cells. @NiGHTS108 - MAP31: Plan - Make a normal (short) map. Only include a secret exit. @NiGHTS108 - MAP32: Execution - This map is identical to MAP31, except all monsters are switched to items, and all items are switched to monsters. @thelamp - MAP33: Top-down Trouble - You may not test your map or use 3D visual mode while editing. If your map is not completable for the final test, you may make minimal edits to make it completable. @IvanDobsky - MAP34: Cathedral of Chaos - After you complete your map, all things in the map will be randomized except for player starts, weapon pickups, keys, and teleport destinations. @Death Bear - MAP35: Crevice of Cacophony - You have 100 seconds to make your map. You may want to plan your map out in advance. @Large Cat - MAP36: Dichotomy Dissolved - MAP23 without its limitation. @NinjaDelphox - MAP37: Libra Woods Corrupted - MAP01 with monsters. @mr-around - MAP38: Extended Stay - Director’s cut of MAP21. @Large Cat - MAP39: Last Course - Credits map. Spoiler Here are the composers for each map’s music and the rules they had to play by: @Arsinikk - MAP01: Loveless, Lovelost - Only uses 9 different pitches. @DiR - MAP02: Barons per Mancubus - Starts at 60 bpm, tempo increases by 5 bpm every two measures. @Large Cat - MAP03: Bullet Time Signature - All note events are 30 tics long. @Large Cat - MAP04: Starcase - Less than 11 seconds long. @Large Cat - MAP05: Four on the Floor - Sticks to a four-note scale. @Large Cat - MAP06: Accruing Avalanche - Starts at 60 bpm, tempo increases by 5 bpm every measure. @KeaganDunn - MAP07: Repetition Illegitimizes - Less than 11 seconds long. @DiR - MAP08: Motion Pitcher - Written in 9/8 time. @Large Cat - MAP09: Tonal Tour - Starts in Eb ionian, shifts up diatonically one mode every four bars. All pitches must be diatonic to the mode. @Arsinikk - MAP10: Locrian but not Really - Written in C melodic minor. @Arsinikk - MAP10: Sunshine and Baby Cacos - Written entirely without listening to the track (except for some mixing at the end). @Arsinikk - MAP11: Nightlight - Written in five parts that switch dynamically in the map. @KeaganDunn - MAP12: Anxiety Level Five - Starts at 60 bpm, tempo increases by 5 bpm every measure. @Arsinikk - MAP13: Out of Fucking Time - Written and edited in 15 minutes. @Arsinikk - MAP14: Brutal Mistress - Only uses 8 different pitches. @KeaganDunn - MAP15: Selling Out - Only uses 7 different pitches. @ChippiHeppu - MAP16: Toxic Dump Capital - Sticks to a four-note scale. @Arsinikk - MAP17: Intimate Kinetics - Sticks to a four-note scale. @Arsinikk - MAP18: Merry Go Fuck Yourself - Starts at 60 bpm, tempo increases by 5 bpm every measure. @DiR - MAP19: Teleport Trap - Uses no pitched instruments. @DiR - MAP20: Central Fissure - All pitches stay in F2-F3 and F5-F6 ranges. @Arsinikk - MAP21: Station Ensemble - Uses only 8 different pitches. @Large Cat - MAP22: Surround Silence - Tonic triad is panned hard left, other pitches are panned hard right. Percussion is panned center. @Arsinikk - MAP23: Playhouse of Horrors - All pitches stay in F3-F4 and B4-F#5 ranges. @Large Cat - MAP24: 6 Tones, 6 Instruments, 6 Eight - Only uses a whole-tone scale. @Large Cat - MAP25: Bridging Rifts in Time - All pitches stay in F2-F3 and F4-F5 ranges. @Arsinikk - MAP26: Trepidation Suite - Uses a 12-tone-style structure. No pitch may be repeated on an instrument until all 11 other pitches have been played. @Large Cat - MAP27: why you locryin - Written in C locrian. @SuyaSSS - MAP28: Something Awful - Starts at 60 bpm, tempo increases by 5 bpm every measure. @DiR - MAP29: Class Action Suit & Tie - Written in 7/4 time. @Arsinikk - MAP30: Corpse-ilicious - Uses only a 5-note scale. @DiR - MAP31: Any Second Now - Less than 11 seconds long. @DiR - MAP32: Any Second Now (Feature Length) - Written in E locrian. @Large Cat - MAP33: Soundline - Written entirely without listening to the track. @Large Cat - MAP34: Pitcheidolia - Most pitches (and some rhythms) are randomised. @Arsinikk - MAP35: DeathcoreAF - Less than 11 seconds. @Arsinikk - MAP36: Playhouse of Horrors @Arsinikk - MAP37: Loveless, Lovelost (Extended) @Arsinikk - MAP38: Station Ensemble @Large Cat - MAP39: Bite Size - All note events align to the 120-tic grid. @Arsinikk - Title screen: Inhibition Feast - All pitches lie in the ranges B1-Eb2 and B4-Ab5. @Large Cat - Intermission screen: Four-String - Sticks to a 4-note scale. @Arsinikk - Text screen: Instrument of Hate - Less than 11 seconds long. Spoiler The wad has a few weapon and monster changes. The changes are as follows: The chainsaw now has four blades for four times the slashing power! Just don’t let this powerful beast toss you around too much… The pistol has been replaced with a much faster and perfectly accurate submachine gun, great for sniping! The chaingun has been overdriven to fire faster to compete with its new little sibling. The plasma gun now fires much more powerful bolts, though it takes longer to fire each one for a slightly higher overall damage output. The BFG is a little more expensive compared to the plasma, but its room-clearing capacity is all the same. And now for the new hostile forces you’ll be encountering! Flame Gunner These guys are tougher than your average humanoid, and they can unleash a whole volley of mancubus projectiles with a pull of the trigger! Baby Cacodemon Not fully matured, young cacos are much more aggressive than their adult counterparts, though they can’t take quite as much punishment as when they’re fully grown. Their greatest defense is their cute little face. Cybruiser A rocket launcher in one hand and a ball of plasma in the other, these guys can take a walloping and dish it out in kind. At least the thumps of their hooves give away their position. The hell knights also have sore throats, making them sound like barons of hell. Additionally, the demon culture here is a little different: monsters will infight with archviles but will never retaliate against arachnotrons. We hope you enjoy the maps and music as much as we enjoyed creating them! If one of the limitations sounds like fun, try it out for yourself! Edited November 30, 2023 by Large Cat Updated with idgames link 62 Quote Share this post Link to post
KeaganDunn Posted July 30, 2023 Congrats on the release! There are some really unique ideas both in the map and music departments with this set. 5 Quote Share this post Link to post
DoctorNuriel Posted July 30, 2023 This looks awesome! I'll check it out right away. 3 Quote Share this post Link to post
Firedust Posted July 30, 2023 'MAP10: Surreal Survivalism - You may not texture any walls.' okay what the actual f map 4 lmao 6 Quote Share this post Link to post
Walter confetti Posted July 30, 2023 Congrats for the release! It's been fun mapping for this with new limitations! 3 Quote Share this post Link to post
JonExMachina Posted July 30, 2023 This megawad sounds hilarious and absolutely my cup of tea. I can't wait to play the maps and listen to each music track. (Gotta leave for work now. *cries*) 3 Quote Share this post Link to post
stridertech Posted July 30, 2023 so happy to see this released. great job to everyone here! 4 Quote Share this post Link to post
Auron Posted July 30, 2023 Gonna give this one a try right away! Looks interesting. Congrats on the release. <3 4 Quote Share this post Link to post
TheShep Posted July 31, 2023 (edited) :o edit: i finished it for the most part yesterday. fine work! Edited August 2, 2023 by TheShep 3 Quote Share this post Link to post
knifeworld Posted July 31, 2023 Highly recommend, there's plenty of bangers in here + had a lot fun mapping for this! 6 Quote Share this post Link to post
Death Bear Posted July 31, 2023 AHHHH, YEAAAAH! Feels good to be having another release. Behold, my greatest creation! A working map I made in 100 seconds, that's not just a startan room with an exit switch! The shortest map I ever created. It only took me like...42 attempts. God, I love speedmapping. Anyway congrats to @Large Cat and everyone else here! Have fun! 4 Quote Share this post Link to post
SharkyChip Posted July 31, 2023 Amazing to have the first release candidate out! It was very fun to map for this project and I'm excited to both play it myself and see other people play it. Great job to everyone involved and congrats on the release! 3 Quote Share this post Link to post
Tiramisu Posted July 31, 2023 Wow, what a surprise, this wasn't on my radar or anywhere even remotely near! It looks like an absolute treat, can't wait to give it a playthrough! <3 4 Quote Share this post Link to post
TJG1289 Posted July 31, 2023 Played the first 10 maps so far, and there's been some pretty cool maps created using these limits! Map 10 in particular was really cool with how it avoided using wall textures. Looking forward to seeing what else the other maps have in store. 3 Quote Share this post Link to post
S3M_XM Posted August 1, 2023 (edited) I just finished all the maps from yesterday and today. Some of the limitations for the maps were quite interesting to say, and some insane ones there too. All these maps were tested on HMP Pistol Start in Woof 11.3 -complevel 2. Here's some feedback with the maps. Spoiler MAP02: One of the Revenants are stuck. MAP21: The secret for the Plasma gun can be climbed up without pressing a secret switch one of the walls. MAP26: Inside the little monster closet with the Imps and the green acid floor, as the lift goes up, a HOM effect occurs. MAP27: The final fight seems a bit too rough especially taking on two, and then four in total, but I get it with the prompt was going for. MAP36, MAP37, & MAP38 can crash when loading a save when monsters are alive: MAP36 at the platform with the Plasma Gun and the Super Shotgun. MAP37 at the main area. MAP38 seems to do that at the room with the V, VI, & VII switches. And the text file lists GIMP twice in 'Editor(s) Used'. Edited August 1, 2023 by S3M_XM 4 Quote Share this post Link to post
BeachThunder Posted August 1, 2023 Very cool. Hopefully there's another one of these. This seems like it would have been really fun to be a part of. You know, I'd love to see a whole megawad of 'Doom is a 1D Game'. 4 Quote Share this post Link to post
DiR Posted August 1, 2023 Had a lot of fun with this project! composing MIDIs under strange limits to get me out of my comfort zone. Still feel a little bit guilty shooting the baby cacos through because they're just so tiny, but they sting like wasps so maybe it's an evolutionary tactic to get my guard down. Spoiler 14 hours ago, BeachThunder said: Very cool. Hopefully there's another one of these. This seems like it would have been really fun to be a part of. Cat's out of the bag now, we gotta make Limit Buffet 2: All You Can Eat (Just kidding) 4 Quote Share this post Link to post
RED77 Posted August 1, 2023 Mapping for this was super fun! Thanks for hosting! Excellent CP 5 Quote Share this post Link to post
Large Cat Posted August 2, 2023 On 7/31/2023 at 9:14 PM, S3M_XM said: I just finished all the maps from yesterday and today. Some of the limitations for the maps were quite interesting to say, and some insane ones there too. All these maps were tested on HMP Pistol Start in Woof 11.3 -complevel 2. Here's some feedback with the maps. Reveal hidden contents MAP02: One of the Revenants are stuck. MAP21: The secret for the Plasma gun can be climbed up without pressing a secret switch one of the walls. MAP26: Inside the little monster closet with the Imps and the green acid floor, as the lift goes up, a HOM effect occurs. MAP27: The final fight seems a bit too rough especially taking on two, and then four in total, but I get it with the prompt was going for. MAP36, MAP37, & MAP38 can crash when loading a save when monsters are alive: MAP36 at the platform with the Plasma Gun and the Super Shotgun. MAP37 at the main area. MAP38 seems to do that at the room with the V, VI, & VII switches. And the text file lists GIMP twice in 'Editor(s) Used'. Thanks for playing and for your notes! I've passed them along to the dev server so we can take a closer look. Regarding the crashes on 36-38, I'm not sure exactly what's causing those, but I've heard others talk about similar problems specifically with Woof on other wads, so we'll check in with the source port devs to see what's up. On 7/31/2023 at 9:24 PM, BeachThunder said: Very cool. Hopefully there's another one of these. This seems like it would have been really fun to be a part of. You know, I'd love to see a whole megawad of 'Doom is a 1D Game'. We'll see about Limit Buffet 2. I can promise that, if something like that were to happen, it won't be for a while. Thank you all for your kind words! We'll have an RC2 once the wad has had a little more time to hang around. 2 Quote Share this post Link to post
S3M_XM Posted August 2, 2023 14 minutes ago, Large Cat said: but I've heard others talk about similar problems specifically with Woof on other wads, so we'll check in with the source port devs to see what's up. It seems to be a source port thing, it was reported in the Woof thread with a similar issue I had and later was fixed, so the next update for Woof won't do this again hopefully. 1 Quote Share this post Link to post
Arsinikk Posted August 2, 2023 Mmmm... This is one of the tastiest meals I've had in a while. Got some spicy ones towards the end as well. :) 6 Quote Share this post Link to post
JonExMachina Posted August 2, 2023 Just finished the first four maps and… wow. Just wow. I'm simply dumbfounded by the sheer talent and creativity of everyone involved. Can't continue playing right now, but the way the first four maps and their music enthralled me makes me very excited and optimistic about what's next. I'll keep posting as I progress through it. For now, fantastic work, everyone! 8 Quote Share this post Link to post
knifeworld Posted August 6, 2023 On 8/1/2023 at 2:14 AM, S3M_XM said: I just finished all the maps from yesterday and today. Some of the limitations for the maps were quite interesting to say, and some insane ones there too. All these maps were tested on HMP Pistol Start in Woof 11.3 -complevel 2. Here's some feedback with the maps. Hide contents MAP02: One of the Revenants are stuck. MAP21: The secret for the Plasma gun can be climbed up without pressing a secret switch one of the walls. MAP26: Inside the little monster closet with the Imps and the green acid floor, as the lift goes up, a HOM effect occurs. MAP27: The final fight seems a bit too rough especially taking on two, and then four in total, but I get it with the prompt was going for. MAP36, MAP37, & MAP38 can crash when loading a save when monsters are alive: MAP36 at the platform with the Plasma Gun and the Super Shotgun. MAP37 at the main area. MAP38 seems to do that at the room with the V, VI, & VII switches. And the text file lists GIMP twice in 'Editor(s) Used'. Which rev seems to be stuck? I've had a peek at the map and none of them should be blocked from moving, unless you mean one of the revs on the destroyed building foundations has very little room to move? 0 Quote Share this post Link to post
S3M_XM Posted August 6, 2023 16 hours ago, knifeworld said: Which rev seems to be stuck? I've had a peek at the map and none of them should be blocked from moving, unless you mean one of the revs on the destroyed building foundations has very little room to move? I forgot to post the image when I played this on the day it came out. Spoiler But when I played this map again, it seems happens to an imp getting stuck after pressing the final switch to the exit where two barons and the archvile are. Spoiler 0 Quote Share this post Link to post
SharkyChip Posted August 6, 2023 1 hour ago, S3M_XM said: But when I played this map again, it seems happens to an imp getting stuck after pressing the final switch to the exit where two barons and the archvile are. Two days ago I watched a gameplay on Twitch by furiousrockets (Limit Buffet starts at about 3:06:10), and that happened to him too, in the same location of the level, though in his case it was an AV getting stuck iirc. I had a similar problem in a map I worked for a CP last year, in which revenants were getting stuck in the geometry of the level when pushed by the knockback of the rocket launcher. I don't know if adding monster blocking lines will fix it in this case though, as I don't know the map very well and I don't know if it may restrict the movement of some monsters too much. Maybe blocking lines can be used only on the side ledges and not the front one, as the monsters will most likely be pushed to the sides when rocketed instead of to the front, which is where you're shooting from. It's just an idea, I hope it helps 0 Quote Share this post Link to post
Azure_Horror Posted August 10, 2023 A really fun megawad to play! Right now I am at map 17. So far, this mapset seems to achieve a perfect balance between Epic partial conversions like Valiant or Eviternity and chaotic evil super-creative works like Going Down and Down the Drain. 2 Quote Share this post Link to post
Tiramisu Posted August 11, 2023 (edited) I've finished all of the megawad except for the 3 extra maps, and I must say I've had a great time all the way through! I'll probably write a more detailed review later on, but for now here's a quick rundown of the issues I've found: Spoiler - The Baby Cacos and Cybruisers do not have custom obituary messages in GZDOOM (though I'm not sure if it's possible to fix, if they're replacing non-monster things). - In the text screen after MAP30, the "thunderous sign of relief" should probably be "sigh of relief". - In MAP07, there's a missing texture next to the wall that releases the Archviles. - In MAP21, something really needs to be done about the "3" room (the one with the Cybruiser on the tall platform), as the only way to exit it (by pressing what appears to be an ordinary brick wall) is just far too confusing for normal progression. - In that same room, there's a puzzle with two waterfall lifts that lower the other when pressed, but at some point one of the waterfalls seems to lower on its own so that it's possible to just walk over it - I'm not sure if that's intended. Edited August 11, 2023 by sq. Tiramisu 3 Quote Share this post Link to post
Keyboard_Doomer Posted August 17, 2023 Hello, we're going to play the first half of the wad for Thursday Night Survival today. The session starts 8 hours from the time of this reply and you can expect it to be fairly active for 4+ hours. 2 Quote Share this post Link to post
A.o.D. Posted August 19, 2023 The track Barons per Mancubus is living in my head rent free. 3 Quote Share this post Link to post
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