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[Limit-Removing Megawad+] Limit Buffet: Forcing Mappers and Musicians to Play By Weird Rules (idgames!)


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'MAP10: Surreal Survivalism - You may not texture any walls.'

 

okay what the actual f

 

map 4 lmao

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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*)

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:o

 

edit: i finished it for the most part yesterday. fine work!

Edited by TheShep

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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!

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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!

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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

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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. 

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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 by S3M_XM

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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'.

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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)

 

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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.

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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.

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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!

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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?

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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

woof0003.png.13aff7506339029861d8df611fbada78.png


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

woof0008.png.74df5d54cb2d0e81bae90592d6883182.png

 

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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

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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.

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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 by sq. Tiramisu

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