Somniac Posted January 16 (edited) CLICK >>>HERE<<< to download the current build - 26/04 (33/36 maps) DEATH BY 1000 LINES (aka "The Ultimate 1000 Lines Community Project") will be a limit-removing 1000 line megawad project for The Ultimate Doom, with the goal of replacing all four episodes. We will be targeting CRISPY Doom primarily, though you are encouraged to test your map(s) across other ports such as DSDA-Doom, Woof!, GZDoom and so on to ensure maximum playability across ports. Although Crispy Doom does not support UMAPINFO, I will create a UMAPINFO lump for compatible ports. Everyone! The project is open to mappers of all skill levels. I'd class myself as kindof intermediate, on a good day ;) Beginners are welcome, as are veterans willing to chip in and lend their skills. Limit-removing is beginner friendly, and while the 1000 line limit does offer its own challenge in terms of design efficiency, I think it also offers a nice ceiling against scope creep. For simplicity's sake, I have decided to only use the stock Ultimate Doom textures for this project, with some crucial exceptions. Its my first community project, after all. This is part of the challenge, I know you people are creative, so get creative with those textures! Or play it safe, its your choice. When I was making a UD episode, I thought at times I'd limited myself too much with the base textures, but I did it. So can you! That said, I've decided to put a minor spin on the classic UD episode themes, two fairly straightforward, two a bit more unusual. Which brings us to.... E1: Phobos Nocturne - E1 with a night sky - its simple. Make some E1 style maps! Note that you don't have to use E1-exclusive textures if you don't want to, if that makes it easier, so STARTAN etc is optional here. You may use non-E1 enemies if you wish, though I suggest they are introduced around E1M5/E1M6. I have claimed E1M1 for this episode. This episode uses the sky from Scythe X. E2: Within the Abyss - Corrupted techbases in the void - Deimos has been swallowed into the void, and Hell's presence is subverting it. A pitch black wall texture and matching flat are included in the resource. Be spooky! E3: Infernal Abstraction - E3 style maps where you are encouraged to make liberal use of sky transfer, as Crispy Doom supports this. Wanna get WEIRD?!?! This is your episode! (note: sky transfer isn't obligatory, I just figured this would be more interesting than my original "subterranean" idea - you can still make an "underground hell" map if you wish to do so). Mappers for this episode may use any custom or stock texture for their sky. I've checked and this works on DSDA and Woof! at -complevel 3. E4: Judgement Day - techbase/buildings, corrupted earth - the demons have come to Earth. Time to kick 'em out! think E4 meets Doom II's city episode. I have claimed E4M1 for this episode. This episode uses a really cool city/hell sky I found on the ZDoom forums, created by the user Mr. Pencil, trimmed slightly by me. Spoiler EPISODE 1 - PHOBOS NOCTURNE: E1M1 - Loading Bay - Somniac E1M2 - @somerandommarineguy - SUBMITTED E1M3 - @DankMetal - SUBMITTED E1M4 - @galileo31dos01 - SUBMITTED E1M5 - @DukeOfDoom - SUBMITTED E1M6 - @DFF - SUBMITTED E1M7 - @aRottenKomquat - SUBMITTED E1M8 - @RED77 - SUBMITTED E1M9 (secret) - @DynamiteKaitorn - SUBMITTED EPISODE 2 - WITHIN THE ABYSS: E2M1 - @DankMetal - SUBMITTED E2M2 - @aRottenKomquat - SUBMITTED E2M3 - @Nikolanchik - SUBMITTED E2M4 - @DrPyspy - SUBMITTED E2M5 - @DRON12261 - SUBMITTED E2M6 - @stochastic - SUBMITTED E2M7 - @Windy - SUBMITTED E2M8 - @Blast_Brothers - SUBMITTED E2M9 (secret) - @Hayden49 - SUBMITTED EPISODE 3 - INFERNAL ABSTRACTION: E3M1 - @SilverMiner - SUBMITTED E3M2 - @Walter confetti - SUBMITTED E3M3 - @Track Federal - SUBMITTED E3M4 - @Blue Phoenix - SUBMITTED E3M5 - @JustAthel - SUBMITTED E3M6 - @Oxyde - SUBMITTED E3M7 - @Scionox - SUBMITTED E3M8 - @knifeworld - SUBMITTED E3M9 (secret) - @DeetOpianSky - SUBMITTED EPISODE 4 - JUDGEMENT DAY: E4M1 - Reservoir - Somniac E4M2 - @DeetOpianSky - SUBMITTED E4M3 - @Lord_Z - SUBMITTED E4M4 - @Dreadopp - SUBMITTED E4M5 - @fishy - SUBMITTED E4M6 - @Scorpius - SUBMITTED E4M7 - @dac - SUBMITTED E4M8 - @Hayden49 - SUBMITTED E4M9 (secret) - @JustAthel - SUBMITTED Your map must NOT exceed 1000 linedefs - this includes teleport closets, control sectors and whatever else. Your map should be limit-removing, -cl3. You may make a vanilla-friendly map if you wish, but the project as a whole is not aiming for vanilla compatibility. You can use any MIDI you like, custom or stock. Want to make one for your own map? Go ahead! You may claim up to TWO map slots for this project. Your map should be beatable in 15 minutes max (I will not be super stringent on this, just a guideline). Please implement co-op starts and difficulties in your maps. If you're unsure about difficulty, don't implement them and it can be refined later. Please balance your maps for pistol start, and if possible, continuous (this can be as simple as having some gear in your exit room for continuous players) Map order is not set in stone - we can be flexible with placement dependent on difficulty etc - we can have breather maps inbetween harder maps. Your map should include at least one secret, given the 1000 line limit I don't expect them to be complex, but you're welcome to make it so. If you wish to drop out of the project for any reason, please declare as such in this thread. You can collaborate with another mapper if you want! When you submit your map, please use the following template: Spoiler MAP: your map name. SLOT: the slot your map will occupy. MIDI: credit your MIDI source. NOTES (optional): any comments you may have regarding the map. Include at least one screenshot also. GRAPHICS - I can't do graphic art to save my life. I know that a bunch of you can. If you would like to do a TITLEPIC, INTERPICs, or an ENDOOM, please make yourself known. PLAYTESTING - I will playtest every map that comes in. I'm just one person, though. Calling playtesters! Alternate points of view are highly encouraged. Finally... When its done (tm). That said, I'd like to be on path to having all most, if not all, submissions in within the next two months or so. This is flexible though, so please don't feel like you need to rush things. On the other hand, if you're confident you can get a map done within a matter of days, don't let me stop you. That's about all. If you're interested, sign up and I look forward to seeing what you've got! Download the resource pack >>>HERE<<<, and please let me know if something's not working with it. I think I've assembled it correctly. Edited May 19 by Somniac RC1 finalised 27 Quote Share this post Link to post
Somniac Posted January 16 (edited) And just so I have something to show for myself: MAP: Loading Bay SLOT: E1M1 MIDI: Descent MAP01 NOTES (optional): the abandoned speedmap from ages ago that I finished, and which gave me the impetus to start this. Difficulties not yet implemented. DOWNLOAD Edited January 17 by Somniac 3 Quote Share this post Link to post
RED77 Posted January 16 26 minutes ago, Somniac said: And just so I have something to show for myself: MAP: Loading Bay SLOT: E1M1 MIDI: Descent MAP01 NOTES (optional): the abandoned speedmap from ages ago that I finished, and which gave me the impetus to start this. Difficulties not yet implemented. DOWNLOAD cool idea, and cool map. I do have not the time right now, but maybe I jump on this project in the future. about the map, the secret is broken. If you stand in the platform you get trapped 1 Quote Share this post Link to post
Lorcav Posted January 16 3 hours ago, Somniac said: GRAPHICS - I can't do graphic art to save my life. I know that a bunch of you can. If you would like to do a TITLEPIC, INTERPICs, or an ENDOOM, please make yourself known. Happy to put my name against these and some other WAD graphics like a HUD and a Menu Logo if there's time/deisre for them 1 Quote Share this post Link to post
Somniac Posted January 17 3 hours ago, RED77 said: cool idea, and cool map. I do have not the time right now, but maybe I jump on this project in the future. about the map, the secret is broken. If you stand in the platform you get trapped Thanks, if you're able to join in the future that'd be great! Cheers for pointing out that error too, ill fix it when I get a chance. 48 minutes ago, Lorcav said: Happy to put my name against these and some other WAD graphics like a HUD and a Menu Logo if there's time/deisre for them Awesome, a custom HUD would be especially cool. Ive only done very basic ones before. If you're able to do it, I'll be glad to have you on board! 31 minutes ago, DrPyspy said: I'm interested in claiming E2M4! All yours, I'll add you to the map list! 0 Quote Share this post Link to post
galileo31dos01 Posted January 17 (edited) Tempting, extremely tempting... sign me up for E1M4, please. If you'd like it, I might make a custom status bar too, after the map. Oh I didn't see Lorcav's reply, oops nvm, but I'll make the map anyways. Edited January 17 by galileo31dos01 1 Quote Share this post Link to post
DynamiteKaitorn Posted January 17 Don't want everyone stealing the slots so amma take e1m9. :3 1 Quote Share this post Link to post
JustAthel Posted January 17 1000 lines, 2 maps maximum per participant... Hm... What the hell, the smallest map I've ever made has just slightly over that, lemme give it a shot. May I take E3M5 and E4M9? I'm guessing this project really maximizes on the author using their own style within the constraints? 1 Quote Share this post Link to post
aRottenKomquat Posted January 17 Cool project idea! May I take E1M7 and E2M2? 1 Quote Share this post Link to post
DankMetal Posted January 17 I think i can handle another community project, i hope i don't get crazier than i am already. I want e2m1 please 1 Quote Share this post Link to post
JustAthel Posted January 17 Hi again, it seems your resource wad has a pretty critical error in it. Upon attempting to load it in game, DSDA crashes with an R_InitTextures pointing towards VFLAT. Since this is between your F_START and F_END markers, it shouldn't be in any TEXTURES lumps. Removing it on my end fixed the error, but I wanted to give you the heads up as well! 2 Quote Share this post Link to post
knifeworld Posted January 17 E3M8, please! Already got a few rooms down XD. I also noticed the same error above and wasn't able to test my map until I fixed it in Slade3. 2 Quote Share this post Link to post
Somniac Posted January 17 @DynamiteKaitorn @JustAthel @aRottenKomquat @somerandommarineguy @DankMetal @DJVCardMaster @Blue Phoenix @knifeworld You're all added, thanks for joining! @JustAthel - thanks for pointing out that error will the resource, I'll fix it ASAP and update the OP. Yep, this is all about showing how you individually interpret the themes within the constraints! @knifeworld - looking good already! 5 Quote Share this post Link to post
DRON12261 Posted January 17 I want to pick up the E2M5 slot (want to do the secret exit as well) from episode 2. Really love the void theme as an alternative view of hell. I don't promise to do it quickly as I have a couple other projects to finish first, but on the other hand I may well speedmap this as 1000 lines won't let it go long. 1 Quote Share this post Link to post
DFF Posted January 17 these 1K lines projects always looked fun to map for. Considering ive done a few DOOM1 projects recently, hopefully i can make something quickly, or at least weave time between other higher priority maps. I'll take E1m6. 2 Quote Share this post Link to post
DRON12261 Posted January 17 12 hours ago, Somniac said: And just so I have something to show for myself: MAP: Loading Bay SLOT: E1M1 MIDI: Descent MAP01 NOTES (optional): the abandoned speedmap from ages ago that I finished, and which gave me the impetus to start this. Difficulties not yet implemented. Nice map. Only found one point, softlock in secret, button doesn't work. Played it on Crispy Doom Spoiler 1 Quote Share this post Link to post
Somniac Posted January 17 @DRON12261, @DFF, @SilverMiner - added! Resource pack should now be fully working and I fixed the flipped linedef in E1M1. 2 Quote Share this post Link to post
Nikolanchik Posted January 17 (edited) I'll take e2m3. I'm still busy with something, so I'm not sure I'll send the map in the first week. Edited January 17 by Nikolanchik 1 Quote Share this post Link to post
Oxyde Posted January 17 I am interested in claiming a spot for this project! May I request something for Episode 3? E3M2 seems like a nice spot! 1 Quote Share this post Link to post
Somniac Posted January 17 @Nikolanchik @Walter confetti added! @Oxyde - E3M2 has been claimed, I can put you down for E3M6? 1 Quote Share this post Link to post
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