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Continuing my feedback segment here as the other post was beginning to get a little lengthy.

@dac MAP 20 - Starless
 

Spoiler

Starless (and Bible black?) - another great arena map. I think that you've tuned the difficulty perfectly for Ultra-Violence (I'd maybe even say that the main fight can be too easily solved through infighting.) As has been noted already, death is little punishment in these bite-sized wads so it's okay to go a little wild. Aside from the missing textures, I find myself with not much criticism and therefore not much more to say than it's excellent.

 

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17 minutes ago, Tangra666 said:

So this time i've removed the unused textures and flats by hand

There is some missing patches for textures. You see - the TEXTURE1 lump not only contain the textures "definition", it also has some extra stuff to it, so for example, you can merge 2 different textures into one, like add "cracks" texture on top of the "bricks" texture, this kind of stuff. Plus its the TEXTURE1 lump, is the one which creates the names for textures for editor and game

So basically, PNAMES defines the "files" for the game, and TEXTURE1 turns them into proper textures and give them names.

If you press "Edit Textures" button while selecting TEXTURE1 in slade, you'll see that some of the new textures are missing some stuff. Thats what probably caused the errors

Edited by SG.

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@SG. is it okay if i just use the maintenance option. Just copy everything from the texture pack and clear up with the options? When i do it like that, the map is fine, no errors, everything works. But now it's 1.16MB, which is ridiculous for a map of this scale:

 

Why doesn't Slade remove all the unnecessary stuff?

Edited by Tangra666

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MAP33 - The Melting Mind
tags use: 0-1 :)
Dive into a wonderful but compact adventure today! FEATURING:

- GAME PLAY
- 50+ SECRETS!
- WACKY FOES
- INSANE GAMEPLAY
- ABSOLUTELY NO ARCHVILES!
- ABSOLUTELY YES FUN FUN FUN FUN FUN
AND MORE!!

GET IT TODAY!
------> Sell your soul <-------

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8 minutes ago, Tangra666 said:

Why doesn't Slade remove all the unnecessary stuff?

The problem is, most of unnecessary stuff is either a re-texture for doom2 stuff, or a copy from other IWADs (and slade, obviously ignores iwad stuff, even if it unused, just to not break the game)

So, yeah, slade just don't know what to do with all of that. Its better to make this one as a backup file and just try to remove the non needed entries from PNAMES and TEXTURE1 lumps yourself

Edited by SG.

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8 minutes ago, Yop said:

MAP33 - The Melting Mind
tags use: 0-1 :)
Dive into a wonderful but compact adventure today! FEATURING:

- GAME PLAY
- 50+ SECRETS!
- WACKY FOES
- INSANE GAMEPLAY
- ABSOLUTELY NO ARCHVILES!
- ABSOLUTELY YES FUN FUN FUN FUN FUN
AND MORE!!

GET IT TODAY!
------> Sell your soul <-------

Oh yes, the classic

Also, cuz its the second time every sector for map33 s a secret... @Raith138, can you also join the shitpost with "everything is a secret"? :)

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7 hours ago, SG. said:

So, yeah, slade just don't know what to do with all of that. Its better to make this one as a backup file and just try to remove the non needed entries from PNAMES and TEXTURE1 lumps yourself

 

I'll mess that up for sure. I was trying to do it all night and failing. I'll better stick to the amateur way, and trust Slade to do the cleaning for me.

 

By the way, i just did more runs, and that bright sector on the elevator, casts a very ugly-shaped light on the ceiling, so i think i'll remove it and keep the elevator in the dark. Players will find it anyway, it's not like you can get lost in that map.

 

Here's the final version of the map for today. We'll see what happens tomorrow :D

 

Map 21: The Scales of Anubis

MIDI: King Diamond - Voodoo

Textures: It uses the 32in24 15 v2 texture pack.

Download: https://www.mediafire.com/file/xxdo5qt575jg02b/ScalesofAnubisV7.wad/file

 

 

Edited by Tangra666

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2 minutes ago, Raith138 said:

This is the best looking map I have ever made so I must share progress. :)

 

Make the areas that are covered by ceilings darker, it will look even better.

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18 minutes ago, Tangra666 said:

 

Make the areas that are covered by ceilings darker, it will look even better.

Look at the middle of the room, they are.

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Just now, Tangra666 said:

How do you do it so fast, Mr. Magician?

 

Seriously, thank you for this!

No problem :)

I just used to the TEXTURE1 junk, so it wasn't a big of a deal

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8 minutes ago, SG. said:

No problem :)

I just used to the TEXTURE1 junk, so it wasn't a big of a deal

 

But how do you know what needs to be removed, does it get highlighted somehow?

Updated the link above. Now this is the final-final version of the map... for today!

Edited by Tangra666

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4 minutes ago, Tangra666 said:

does it get highlighted somehow

Ye, it does:

1 hour ago, SG. said:

If you press "Edit Textures" button while selecting TEXTURE1 in slade, you'll see that some of the new textures are missing

 

+In the end i realized it was better to just check which new textures were used in the map, re-add them in cleaned-up copy of the wad, and change texture names in TEXTURE1 lump to proper ones, by comparing them with og file

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On 8/26/2023 at 7:49 PM, Higo Doragon said:

here is the MAP11, a clean techbase and greenhouse, it's full of lush.

it has custom textures, i packed them with the map and music.

slot: MAP11
name: Rocket Gardens
song : "la creation du mondy" by "Stewboy"
texture credits:
    "sgt_mark_IV"
    "jimmy"
    "msx"
    "doomer board projects"
 

screenshots

  Reveal hidden contents

doom07.png.6c77ae823484acc74f41d6d7b6a4e50a.pngdoom05.png.3b999eb1ad36d501a4385bf55589e928.png

 

i made this map from a room of a scraped map i was mapping some months ago, i fully edit it and redesign it for this project though!


update!

 

i made so it's harder to enemies to teleport in your face, while telegraphing the second wave of archives on the top floor! also added lots of tiny miscellaneous fixes and changes.


download:

https://www.dropbox.com/scl/fi/7wd7q11fmwnnlqvn9xcc3/1k1k_map11_v2b.wad?rlkey=5ii7suf1tcoslc8usl0jp1ugs&amp;dl=0

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I did this godamn map like 3 times por la conchetumare weon.

Map 10: Haunting the Chapel

Song: S.O.D.- March of the S.O.D. (cover made by me oh mah gawd) 

Textures: nah

Download here: CHAPEL.7z

A level inspired by E4M1 "Hell Beneath", very cruel, full of hell knights and Barons, and very low ammo.

This is not the final version,  i didn't change some textures.

 

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Hoping to have something to show in the next two or three days. I'm already a fairly slow mapper but also haven't had a ton of time to work on it over the weekend. The funny thing is I actually haven't done a map with only stock textures before, so this has been fun to figure out. Playing lunchlunch's 10x10 wad has been very educational in that department. Here's a screenshot of the opening area to hold you over. 

 

Spoiler

image.png.ef1d860b1b6a126ef29cfef6fa094790.png

 

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47 minutes ago, DankMetal said:

I did this godamn map like 3 times por la conchetumare weon.

Map 10: Haunting the Chapel

Song: S.O.D.- March of the S.O.D. (cover made by me oh mah gawd) 

Textures: nah

Download here: CHAPEL.7z

A level inspired by E4M1 "Hell Beneath", very cruel, full of hell knights and Barons, and very low ammo.

This is not the final version,  i didn't change some textures.

Good stuff, some things I want to point:

-Blue key sequence was a bit obscure, like not in a bad way, cuz you'll jump into the pit after a while, because switch beneath is noticeable. And yet at first I thought I found a secret, after seen the metal switch. While its not really a mistake or a bad thing, it does feel kinda weird. So idk, you might want to change it

-You can connect sectors, by selecting multiple in UDB and pressing "J", so red bars can be opened simultaneously

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1 hour ago, Higo Doragon said:

i made so it's harder to enemies to teleport in your face, while telegraphing the second wave of archives on the top floor! also added lots of tiny miscellaneous fixes and changes

Good job! Map feels really fluid and nice now, pacing is just perfect

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5 minutes ago, SG. said:

Good stuff, some things I want to point:

-Blue key sequence was a bit obscure, like not in a bad way, cuz you'll jump into the pit after a while, because switch beneath is noticeable. And yet at first I thought I found a secret, after seen the metal switch. While its not really a mistake or a bad thing, it does feel kinda weird. So idk, you might want to change it

-You can connect sectors, by selecting multiple in UDB and pressing "J", so red bars can be opened simultaneously

Thanks for playing already! Yeah i was struggling trying to make the red bars open simultaneously, so this is useful information.

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11 hours ago, Treehouseminis said:

Actually the whole cube was miss aligned somehow lol.  Fixed that.  Added some metallic textures to the lifts to make it more obvious, looks cooler now imo so good mentioning that.  Also added some white marble textures to the first steep stairs to make them pop more.  Will update my OP comment as well.

 

https://www.dropbox.com/scl/fi/ah3mig2xcqo50ffhhk9qy/MAP18V3-1k1k-AorticAscension.wad?rlkey=f6vlxq392dgyha18kt9hv1kmb&amp;dl=0

 

Sorry, can you do an alternative upload, because i have a problem with dropbox, for some reason that site doesn't work for me.

 

@dac  i just saw yours is in dropbox too...

Edited by Tangra666

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5 hours ago, raddicted said:

ill make something for map29

all yours
 

 

1 hour ago, TheMightyWhoosh said:

Are slots 26-30 available or are the regular maps curtailed at 25? I love a project with restrictions and would like to take a slot if any are still available! 

26, 27, 28, 30 are all available 

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2 minutes ago, TheMightyWhoosh said:


Super! Please can I take… 28? 


Absolutely, map28 is all yours.

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