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[Idgames!] TSMT, a 35-level Boom compatible megawad made during NaNoWADMo


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I played a handful of these maps this morning and they're quite silly, I think people who were fans of any of the shenanigans in 5minmap/5minmayhem or the D5DA series would have a lot of fun with these. It takes quite a bit of influence from the slaughter entries in particular, some of these maps are kind of like a absurd versions of Pocket Slaughter maps.

Edited by Maribo
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Well, yes, I was very surprised by this, more than 103 thousand opponents on 1 map bruhhh. I had 73477 in the 6-track wad that was the 5th, and it couldn't be started even under normal conditions. And yet they took place on the relatively huge field.

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25 minutes ago, Babos said:

Well, yes, I was very surprised by this, more than 103 thousand opponents on 1 map bruhhh. I had 73477 in the 6-track wad that was the 5th, and it couldn't be started even under normal conditions. And yet they took place on the relatively huge field.

I am sorry, but I don't understand what you are trying to say here.

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There are more than 77,000 enemies on this level of Cosmogenesis Level 5, and it is not playable. Here, there are more than 103,000, what does the track look like?

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5 hours ago, Babos said:

There are more than 77,000 enemies on this level of Cosmogenesis Level 5, and it is not playable. Here, there are more than 103,000, what does the track look like?

Here is what map 30 looks like:

Spoiler

doom77.png.754416bb899d994a1d4310f8f2f5ba84.png

 

 

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On 11/15/2023 at 5:08 PM, Babos said:

Yes, it's quite hard, will it become a video?

Not sure if it's exactly what you mean, but I guess if someone records a playthrough of the map or a demo and uploads it to youtube, you will be able to see it.

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4 minutes ago, tonytheparrot said:

Not sure if it's exactly what you mean, but I guess if someone records a playthrough of the map or a demo and uploads it to youtube, you will be able to see it.

I'm planning to play it on my channel. Probably on stream. 

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RC2 is Live!


Changelog: 

Spoiler

Map 8: made the first switch way less janky to press (Thank you Maribo for finding this !)

Map 10: Fixed 4 wrong textures and 2 bad texture misalignments at the exit
Map 12: Fixed a HOM 

Map 27: Fixed a Wrong flat

Added custom text screens after maps 6, 11, 20 and modified the one after map 30
Added a title screen 

Added "Dry Rot" by Mark Klem as the title Screen midi

 

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  • 4 weeks later...

RC3 is live! unless I get some more feedback, it should be the last version before I send the wad to idgames.

Changelog:
 

Spoiler

Fixed 3 misalignments in map 1
Fixed 2 wrong flats in Map 15 and made the secret exit take less time to lower 
Prevented the player from being able to trigger the 2nd part of Map 17 without grabbing the BFG
Renamed map 19
Fixed a typo in the text screen between Map 20 and Map 21
Fixed a missing texture in Map 22
Added 72 enemies to reach 10000 monsters on map 29, the map doesn't really play any differently however

 

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  • 2 weeks later...

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