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30 Sectors: A Community Project for Boom (Limit Removing) (Closed)


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DISCORD SERVER: https://discord.gg/pB2YdPRkEB

 

Sectors, the fundamental building blocks of every doom map. We tend to use a lot of them in our maps, but, what if we didn't... Now is your chance to find out, the goal is to make decent looking maps without using more then 30 sectors. Here are the rules:

 

1: Use Boom format for your maps.

2: Usage of the special actions in map 07 is allowed.

3: Please put some effort into your maps, preferably around iwad quality.

4: No custom textures allowed, this counts sky transfers.

5: Having some resemblance of weapon progression would be good (basically, don't put a bfg in map 02).

6: 2 maps allowed per person.

7: Joining sectors is very encouraged.

8: Try to keep your maps at a reasonable monster count. Slaughter maps will be frowned upon.

9: Design your maps for pistol start.

10: Have fun mapping!

 

Submission format:

Map Title

Map Slot

MIDI used

Map Creator

Favorite Screenshot (To be used in release thread)

 

Slots:

Spoiler

 

Map 01: @Raith138

Map 02: @Moustachio

Map 03: @DJVCardMaster

Map 04: @The Kingslayer

Map 05: @EagerBeaver

Map 06: @Tangra

Map 07: @RED77 (Finished)

Map 08: @scientifikgenius (Finished)

Map 09: @AnArchaicApparatus (Finished)

Map 10: 

Map 11: @Djoga

Map 12: @stochastic

Map 13: @alexsa2015sa (Finished)

Map 14: ---

Map 15: @Surreily

Map 16: ---

Map 17: ---

Map 18: @alexsa2015sa (Finished)

Map 19: ---

Map 20: @DankMetal (Finished)

Map 21: ---

Map 22: ---

Map 23: @HEXWALKER

Map 24: @HEXWALKER

Map 25: @Scionox

Map 26: ---

Map 27: @stochastic

Map 28: @HiRon (Finished)

Map 29: ---

Map 30: ---

Map 31: @Doomy__Doom (Finished)

Map 32: ---

 

 

Edited by Raith138

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I like this gimmick, it's like Modest mapping but with the sectors (and IWAD assets) limitations only. Good luck with your project! I have too many things to finish (or even start) both for IRL and mapping works to join this too.

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Nice setup for CP. One question: are two or more joined sectors count as one? Also suggest to pick more eloquent name, like "30 sectors CP" if it not occupied yet

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Two disconnected areas that are joined count as the same sector. So the goal is to be effective with how you merge sectors. At least on UDB there is a counter in the bottom right that says how many sectors you have.

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Does anyone else feel like most people haven't noticed this CP actually existing yet, or is it simply everyone is just too swamped with all the community projects around? Anyways...


Can I claim map09? And three* questions:
    - Do people need to claim specific map slots or is it going to be reshuffled anyways?
    - is it "Boom, vanilla limits" or "Boom, limit removing"? I assumed the latter and ended up doing the former somehow, without any Boom actions besides
    - Can people claim two submissions?
    - /sarcasm: Do I really need 30 sectors? Must I struggle to invent two whole new sectors if I can't pad the map enough?
  

Finally, a map09 submission to get this party started:

The Lava Skull - cp_30sec_alexsa2015sa_map09.zip

 

Spoiler

Monsters: 65/74/90
Midi: Sunburn Sear

The story: you must find the Lava Skull stolen by hellspawn to survive a hot bath. The end.
Notes:

  • Is pretty simple and short, shouldn't take longer than 5-10 minutes
  • Has two routes to complete, tell me if they are too obviously lopsided
  • Should have 28 sectors unless I split something accidentally and I even managed to fit three secrets in it
  • Some lift actions should probably be edited to use 1-sec boom specials instead, but I was in a hurry by the end
  • Difficulty settings implemented, though I feel HMP and UV are not different enough for some reason

Screenshot (also this reminds me I forgot to remove the redundant berserk up there, heh):

lavaskull.png.8a3b626a9fa0d8387ba3aedc5bb9754b.png

 

 

It turned out surprisingly fun to see how many redundant sectors can be stapled together, and the effects they produce can be an (un)expected source of fun besides; I feel my map09 submission is sort of boring in that regar. I might add another submission later, but I really look forward to seeing other nice maps for this challenge.

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1 hour ago, alexsa2015sa said:

Does anyone else feel like most people haven't noticed this CP actually existing yet, or is it simply everyone is just too swamped with all the community projects around? Anyways...


Can I claim map09? And three* questions:
    - Do people need to claim specific map slots or is it going to be reshuffled anyways?
    - is it "Boom, vanilla limits" or "Boom, limit removing"? I assumed the latter and ended up doing the former somehow, without any Boom actions besides
    - Can people claim two submissions?
    - /sarcasm: Do I really need 30 sectors? Must I struggle to invent two whole new sectors if I can't pad the map enough?
  

Finally, a map09 submission to get this party started:

The Lava Skull - cp_30sec_alexsa2015sa_map09.zip

 

  Reveal hidden contents

Monsters: 65/74/90
Midi: Sunburn Sear

The story: you must find the Lava Skull stolen by hellspawn to survive a hot bath. The end.
Notes:

  • Is pretty simple and short, shouldn't take longer than 5-10 minutes
  • Has two routes to complete, tell me if they are too obviously lopsided
  • Should have 28 sectors unless I split something accidentally and I even managed to fit three secrets in it
  • Some lift actions should probably be edited to use 1-sec boom specials instead, but I was in a hurry by the end
  • Difficulty settings implemented, though I feel HMP and UV are not different enough for some reason

Screenshot (also this reminds me I forgot to remove the redundant berserk up there, heh):

lavaskull.png.8a3b626a9fa0d8387ba3aedc5bb9754b.png

 

 

It turned out surprisingly fun to see how many redundant sectors can be stapled together, and the effects they produce can be an (un)expected source of fun besides; I feel my map09 submission is sort of boring in that regar. I might add another submission later, but I really look forward to seeing other nice maps for this challenge.

The texturing is kind of all over the place here and the layout is kind of confusing.

I think having a more consistent theme would be good.

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26 minutes ago, Raith138 said:

Have fun!

A question before i start mapping: we can use boom special actions? Like conveyor belts, gneralized actions and all that jazz?

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30 minutes ago, Moustachio said:

I'll take MAP02, please :)

 

8 minutes ago, RED77 said:

I want MAP07, please

 Done

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omfg the computer I have to use doesn't have openGL support so I can't run UDB ARRRRRRRRRG

Doom builder X looks like an alien language. What do I do?

Edited by Raith138

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Maybe I'm looking like a dog that chases after many hares (figuratively speaking), but I'd like to participate in this CP as well. I prefer such restrictive projects because in this case I have to do my best with a limited amount of resources, otherwise my imagination will run wild and I won't be able to concentrate on one theme.

 

I'll take one of the earlier maps. Sign me up for slot 05, please.

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8 hours ago, EagerBeaver said:

Maybe I'm looking like a dog that chases after many hares (figuratively speaking), but I'd like to participate in this CP as well. I prefer such restrictive projects because in this case I have to do my best with a limited amount of resources, otherwise my imagination will run wild and I won't be able to concentrate on one theme.

 

I'll take one of the earlier maps. Sign me up for slot 05, please.

Done

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12 hours ago, Raith138 said:

The texturing is kind of all over the place here and the layout is kind of confusing.

I think having a more consistent theme would be good.

I see... well, no, no I actually do not. This comes across as "this looks bad and I dunno how I want it to be good so go fix it".

 

"Consistent theme" is strictly subjective and nobody pays me to guess what you want to see. When you have issues with a level, if you expect people to actually fix anything, provide something actionable, not a vague platitude.

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4 hours ago, alexsa2015sa said:

I see... well, no, no I actually do not. This comes across as "this looks bad and I dunno how I want it to be good so go fix it".

 

"Consistent theme" is strictly subjective and nobody pays me to guess what you want to see. When you have issues with a level, if you expect people to actually fix anything, provide something actionable, not a vague platitude.

I will try to be more detailed.

The pit you fall down which is beside the green armor has almost random looking textures. It also has no landmarks so getting lost is really easy. (I did) and I feel like you could add more decorative items from the things tab to make do with the lack of sectors. This is my first ever community project so I got a lot to learn.

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3 hours ago, DJVCardMaster said:

I choose MAP03.

 

1 hour ago, Surreily said:

Can I grab MAP15 please? I'd like to do a secret exit. :-)

 

Done!

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Finally, i ended this map.

For some reason i can't understand, i decided to limit myself by doing dummy sectors, "it would be simple" i said, completely clueless of my future.

This is Map 20 "A City Lost In Time", a foggy map ambiented in an abandoned city (redundant), taken over by demons. This levels was inspired by Doom 64, PSX Doom, and a little bit of silent hill.

 

I suggest to play this map with the -nomonsters parameter after you beat it in the normal way, it's certainly an... experience 

Shout out to @Herr Dethnout for giving me permission to use his wad as a base for this level, gracias manito, besos en el potito de parte mía.

 

Download:

 

Screenshots

Spoiler

828586508_Capturadepantalla(28).png.fb3e25f75b7d48ae3064a85185a873da.png1418019004_Capturadepantalla(29).png.c6a15fa9f1ccd215e64e9a71c3c2a867.png213376503_Capturadepantalla(27).png.aaced1ddf60697eecc2eef6cbc1f77d4.png

 

ABYSS.zip

Edited by DankMetal
Updated the wad

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That fog effect in the shots makes me dubious about the "Limit Removing" of DankMetal's map...

How did you do that? The only way possibile i am aware are PLAYPAL editing for vanilla/LR, or using special assets with Boom compatibile ports and above...

Edited by Walter confetti

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Ah heck... i can't have enough CP's! I'll take slot 6. I want to make something easier for a change. And i'm happy to see no custom textures allowed, i won't have to think too much about what i want to make. The question is, do we get to use a custom sky? If yes, I'll do the transfered type, so it'll still be easy to compile.

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4 hours ago, Walter confetti said:

That fog effect in the shots makes me dubious about the "Limit Removing" of DankMetal's map...

How did you do that? The only way possibile i am aware are PLAYPAL editing for vanilla/LR, or using special assets with Boom compatibile ports and above...

 

Well, i asked before if i can use boom only features, and they told me i can.

 

On 8/28/2023 at 9:53 PM, Raith138 said:

It is boom for a reason.

 

 

But i'm okay if this is not accepted, honestly. This map was so hard to pull off thanks to the use of dummy sectors (i made like 9 iirc) and the limitations of the "Fogmap", i needed to discard many ideas thanks to that. If that's the case, i would just make a comfy little techbase at this point, i need to make a simpler map after this experience.

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12 hours ago, Raith138 said:

Por favor, post in zip format, gracias.

I edited the post with a .zip file now, go ahead and play it!

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