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Four Zero Zero - A 400 linedef restriction map


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While I am still working on Ex Aequo (alpha here) - a Doom I megawad I am working on - those days I haven't been much inspired. I took a little pause out of the Doom I restrictions… 

Instead, here is a little map with a 400 linedef restriction, nothing more nothing less, every line that have been drawn count. I got obviously inspired by the brillant Zone 400 (play this gorgeous megawad you won't regret).

 

Screenshot :

 https://ibb.co/sJjnL11

 

Technical information :

Doom II iWAD

Difficulties implemented (no big deal anyway)

Tested with GzDoom and DSDA (maybe this one is playable on Vanilla, idk)

No crouch/jump

 

Download : 

 

There you go :)

https://www.mediafire.com/file/f0hqthzxck3whki/Four+Zero+Zero.wad/file

 

 

Edited by Bri0che
Quick bug correction

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I want to give this one a full playthrough tomorrow, but i have a quick note, after i took short look. You can activate this switch from below, up close to the platform, from this angle. In LZDoom that is, but i'll give it a shot in Crispy too:

 

Spoiler

https://i.imgur.com/5UbKzlP.png

 

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Just now, Tangra said:

I want to give this one a full playthrough tomorrow, but i have a quick note, after i took short look. You can activate this switch from below, up close to the platform, from this angle. In LZDoom that is, but i'll give it a shot in Crispy too:

 

 

 

Shoot, this one was obvious… Thank you for report, wil be patched quickly 

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Okay, i did a full run of the map on UV, and it was quite fun. It actually feels bigger if you play without automap and I love the early game vibe throughout the level. Fighting mostly low level enemies with a shotgun, gives me that feel like i've just started an old school megawad that goes easy on player early on. That being said, i died a few times to the hot start, but that was my fault, and i also had some bad luck with damage rolls, while trying to figured out in what order to clean the opening area. After i was done with it, the rest of the map posed no threat to me, and i finished the map with 100% kills. So yeah, that was a fun experience, thank you for sharing. I'm currious, why did you choose 400 lines for the restriction? 

 

P.S. I found one more thing early on that might interest you. The hanging body right next to the that switch on the platform is blocking. In Zdoom ports that's not an issue, unless you enable infinite actors height, but in other ports this will be a problem, and players will bump into it. If i'm not mistaken, all hanging bodies that don't come in two versions (a blocking and non-blocking one), are by default blockers... EDIT: except the one that's twitching, i think. 

Edited by Tangra

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Gave this a go and posted about it on my Tumblr blog to hopefully increase visibility. Got all kills and items on HNTR, do wish there was a secret chainsaw or something of the likes, but it's 400 linedefs, not much room to work with and what's there gets the job done just fine. 

 

Thanks for the WAD! Gave me something to break up monotony of other WADs and I think it deserves a bit more recognition. If you're reading this and you haven't played it - do so! It only took me about 5-6 minutes to beat and it's pretty damn fun. 

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This is so cool! I’ve been fooling with the idea of a 400-500 line restricted mapset myself since chatting to pcorf and rewatching Zone 400 vids. 
 

The restrictions will (hopefully) force me to work with textures better to make up for a lack of lines. Gonna give your map a play soon as I can! :)

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14 hours ago, Tangra said:

P.S. I found one more thing early on that might interest you. The hanging body right next to the that switch on the platform is blocking. In Zdoom ports that's not an issue, unless you enable infinite actors height, but in other ports this will be a problem, and players will bump into it. If i'm not mistaken, all hanging bodies that don't come in two versions (a blocking and non-blocking one), are by default blockers... EDIT: except the one that's twitching, i think. 

 

I was afraid of that, and you confirm my fears, thank you again for the report :)

 

Quote

I'm curious, why did you choose 400 lines for the restriction? 

 

I recently replayed Zone 400, a megawad which is basically the same idea of a 400 linedef restriction for every map (except secret maps). I just wanted to try the same thing :p in the other hand myself think 400 linedef is a good balance for a good and short map. 

 

Also, thank you all for the comments and videos !

Edited by Bri0che

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  • 3 weeks later...

I completed Four Zero Zero.wad with DOSBox, and DOOM2.EXE, excellent DOOM2 map, 85/100. Bri0che strikes again with another well designed DOOM2 map which will not disappoint anyone.

 

NEGATIVES

The map is light on resources, and I had to use Berserk to conserve ammo, which is not exactly a negative remark, but this increases the level of suspense in the map. Provide the player with more Health Kits, or provide the player with more weapons earlier in the map to balance the map difficulty.

 

POSITIVES

Excellent level layout which takes the player all over the place. The player goes from outdoor locations to indoor locations, and overall excellent map theme. The enemy ambush locations in the map actually caught me by surprise.

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15 hours ago, FireWarden1000 said:

I completed Four Zero Zero.wad with DOSBox, and DOOM2.EXE, excellent DOOM2 map, 85/100. Bri0che strikes again with another well designed DOOM2 map which will not disappoint anyone.

 

NEGATIVES

The map is light on resources, and I had to use Berserk to conserve ammo, which is not exactly a negative remark, but this increases the level of suspense in the map. Provide the player with more Health Kits, or provide the player with more weapons earlier in the map to balance the map difficulty.

 

POSITIVES

Excellent level layout which takes the player all over the place. The player goes from outdoor locations to indoor locations, and overall excellent map theme. The enemy ambush locations in the map actually caught me by surprise.

 

Thank you for your comment sir :)

This map was actually really interesting to produce. I didn't knew mapping restriction could be that entertaining, that's why I will surely do it again :p

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On 9/30/2023 at 1:33 AM, BerserkerNoir said:

Nice map!
Short and simple.

 

 

Thank you =)

Also, thank you for sharing this mod ! It's a cool and smooth one :)

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3 hours ago, LadyMistDragon said:

I've been meaning to play this for a while but a certain ignorance of its characteristics kept me away. It works! The ambush with the chaingunners was pretty nice!

 

 

https://youtu.be/RH9McER445k

 

Thank you for playing :)

I will certainly do more of this when Ex Aequo will be finished !

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  • 8 months later...

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