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[Community Project] Death by 1000 Lines: Ultimate Doom 1000 line megawad - limit-removing, cl3 - slots filled! DONE! (development thread - please close)


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2 hours ago, somerandommarineguy said:

How does this look? This is going to be my first full map so I would like some advice.image.png.bfb637e849a96f7b7f79299ed348dd39.png

Would also like to know how I can view the linedef count with ultimate doom builder? This is so I can make sure to not go over the 1000 linedef limit

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3 hours ago, somerandommarineguy said:

Would also like to know how I can view the linedef count with ultimate doom builder? This is so I can make sure to not go over the 1000 linedef limit

Hit the tilde key, while mousing over an area outside your map (or away from selectable items based on what mode you're in) it'll display in the lower right corner. I'm not on my comp rn but there's also a map analysis option in the menus across the top.

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Alright, we've got some submissions! I'll aim to play these today and come back ASAP with some commentary.

 

All the screenshots shared so far look real promising. Can't wait to see how this turns out!

 

@somerandommarineguy - looks like a solid start, gives me warehouse vibes. Maybe lower the floor of the section off to the right to have some verticality? You've got a natural looking barrier there with the tech pillars and STONE wall, so that's the first thing that comes to mind for me.

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MAP: Where the Cabs Don't Stop
SLOT: E4M2
MIDI: The Whole World - Outkast; Sequenced by Mista Sparkalo (freemidi.org)
Notes: There is both a normal and secret exit.
I included a MUSINFO/Thing 14101.
The pause / music change as the level begins is intentional.
Difficulties are implemented as well as Co-Op Starts.

Download from Google Drive Here.

 

Screenshot 1

Screenshot 2
Screenshot 3

I'll start on E3M9 shortly.

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Played the three maps submitted so far, nice work! Comments on each of them:

 

@DrPyspy - deliciously moody, great use of tension with no monsters appearing til you pick up the key. You really nailed the techbase/void aesthetic here with a cool blend of IWAD style techbase and more modern looking fleshy constructs. I really liked the MIDI too! I would maybe suggest adding a few more monsters, but I think it works nicely as it is, given this is such a moody level. One of the imps on the flesh pillars seems to get stuck when he teleports in, I'm not sure why as there doesn't seem to be anything wrong with the teleport placement.

 

@SilverMiner - really abstract design which fits a lot with the episode theme, interesting MIDI too! Difficulty feels about right for an episode opener, I thought the teleport trick at the start with those hexagonal sectors was really cool. Don't be afraid to make this one a bit bigger, but if you're happy with the current size then that's cool! Fun map and a great oldschool-style opener for E3.

 

@DeetOpianSky - great sandbox-y level which gives the player nice opportunities for infighting while running around the open space at the beginning. Reminds me of Doom II MAP13 with those monsters sniping from the buildings. That pop-up Cyber was nicely done, and I liked the idea of it being a chunk of street ripped out of Earth and floating in a sea of lava. The upbeat music gives it a fun 90s PWAD feel, which contrasts nicely with the visuals. One of the floating crates out by the berserk pack looks a bit glitchy in Crispy Doom due to the sector lighting effect, but its not a big issue IMO.

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8 hours ago, Somniac said:

Alright, we've got some submissions! I'll aim to play these today and come back ASAP with some commentary.

 

All the screenshots shared so far look real promising. Can't wait to see how this turns out!

 

@somerandommarineguy - looks like a solid start, gives me warehouse vibes. Maybe lower the floor of the section off to the right to have some verticality? You've got a natural looking barrier there with the tech pillars and STONE wall, so that's the first thing that comes to mind for me.

Already on it. also added some monsters to this room. I think you might get the idea of what the first encounter will look like.image.png.7e920132808a974a32da7e6edc6ade07.png

Here's what the final area looks like right now. Needs some fleshing out, overall.

image.png.fd76f28b2966994ca8b4b4700f500e57.png

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Whipped up a quick concept for an M_DOOM:

1677547388_M_DOOMreduced.png.b00a31a43e3d820eb9204afe63f443fd.png

 

Here's how it looks in-game:

DOOM00.png.bba0a3134472f4b2902f15bdb15e2cf8.png

 

Thoughts? I can make some other misc graphics (status bar, CREDIT, etc) in this style if desired.

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12 minutes ago, Blast_Brothers said:

Whipped up a quick concept for an M_DOOM:

1677547388_M_DOOMreduced.png.b00a31a43e3d820eb9204afe63f443fd.png

 

Here's how it looks in-game:

DOOM00.png.bba0a3134472f4b2902f15bdb15e2cf8.png

 

Thoughts? I can make some other misc graphics (status bar, CREDIT, etc) in this style if desired.

that looks sick homie

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Almost done with my E1M7 submission, may be a few more days before I post the WAD and move on to my E2 submission. This is tough! I have a new respect for Doom 1 mappers. I keep getting blocked by textures/monsters/weapons not even existing!

 

Sort of a courtyard area surrounded by four buildings, one of which is a warehouse full of demons. I don't have a map name yet but I'm thinking of referencing the warehouse somehow (after consulting a thesaurus).

Spoiler


1k_e1m7_1.jpg.76b759a2ee13049b7f97590d19ac68df.jpg1k_e1m7_2.jpg.d3e91b844b8825dcc09ead81aa5cc952.jpg

 

 

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I finished the map (E2M5), speedmapped it in about 4 hours. It might be a little rough, but overall it seems to be a good quick map.

Name: Marching in the Darkness
MIDI: "Entertainer" by Isotype

Textures, Dehacked with the title as well as CWILV14 already in the wad.

uMD67rF.pngyV1VuNs.png
UlpiSWB.png

https://drive.google.com/file/d/1wFrfntkD_h44ca83yEya0hhPnr8VIbQg/view?usp=sharing

Edited by DRON12261

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@aRottenKomquat looking really good, I'm excited to try this one!

 

@DRON12261 - very good work for 4 hours! Great mixture of gloomy visuals and high-energy gameplay. Nice idea having the void space kill the player. I liked this map a lot!

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Spoiler

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Spoiler

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Okay, here's my entry!

E4M5 - "Metro Madness".

I tested it on Crispy Doom,so it should work just fine on that port.

Trying to detail a map with only 1000 lines and make it last more than 3 minutes was a real challenge, it was a real fun time for my weekend. I got no clue how to make the map name change in game on this format so i left it as is. I tried to stick the best i could to the invaded city theme, i think i did a good job. Anyways, enjoy!

Metro madness E4M5 Fishy.zip

 

Spoiler

image.png

 

Edited by fishy
forgot to spoiler an image xd

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Did some touchups!

  • Fixed missing teleporter exit for the Pinkies
  • Added some new demons
  • Added an extra shell pickup and a couple of stimpacks
  • Added a couple more demons to UV
  • Removed a few demons from HNTR

DrPyspy_1kUD_E2M4_v2.zip

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10 hours ago, Somniac said:

Hey @Blast_Brothers that looks really good! I'd be happy to use this. @Lorcav has also offered to put some graphics together so maybe we can use a mixture of both your stuff? That'd be a cool approach IMO.

 

Yeah, if we have a cohesive idea of how to go that could be intereeting I guess. 

 

 

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@fishy - this was solid! I was hoping someone would make some kind of metro station. Some nice environmental storytelling with the corpses everywhere and the cracked floors, and the trains at the start were really cool.

 

A few minor suggestions:

 

 - the Baron in sector 182 isn't too much of a threat, I'd suggest having a walkover line lower that sector so he can get down and be more dangerous (e.g the doorway into the corridoor with the pool of blood).

 

- similarly the Baron in sector 114 could be more threatening without the block monsters line on his lift.

 

- the nukage sectors aren't damaging, those areas could be more dangerous with damaging floors (+ maybe a radsuit to be fair)

 

- red door isn't marked. Not essential as its pretty clear where to go, but generally good practice.

 

- removing some of the train cars would give you more linedefs to play with, but if you want to leave them as they are, its up to you :)

 

(about the map name, don't worry about it. I'll make any CWILV graphics that need doing, plus the Dehacked + UMAPINFO stuff)

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56 minutes ago, Somniac said:

@fishy

A few minor suggestions:

 

 - the Baron in sector 182 isn't too much of a threat, I'd suggest having a walkover line lower that sector so he can get down and be more dangerous (e.g the doorway into the corridoor with the pool of blood).

 

- similarly the Baron in sector 114 could be more threatening without the block monsters line on his lift.

 

- the nukage sectors aren't damaging, those areas could be more dangerous with damaging floors (+ maybe a radsuit to be fair)

 

- red door isn't marked. Not essential as its pretty clear where to go, but generally good practice.

 

- removing some of the train cars would give you more linedefs to play with, but if you want to leave them as they are, its up to you :)

Hey pal thanks for the compliments! so to answer the thingies you pointed out: I'll look into the barons either tomorrow or next weekend because I'm kinda tight with time 😅, the nukage sectors aren't meant to be damaging, because it's supposed to be a sewer, I can change if it you want though.

The red door marking I completely forgot about that.

I think the amount of train cars is alright, otherwise it'd be a bit empty.

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@Lorcav I forgot you already said you wanted to make graphics for this, my mistake.

 

Since you asked first, you should get first dibs on anything. If there are any graphics you don't want to make, let me know.

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Alright, here's the first version of my map!

Map: Outbreak of Evil

Slot: E2M1

Custom Midi: not yet, i will make one myself.

This level is mostly based on the catacombs from Doom 2, i managed to use less than 1000 lines on this.

Tested on Prboom + and Crispy Doom.

Difficulty settings and multiplayer (coop) implemented.

Here's the wad

Epic screenshot:

Spoiler

343596095_Capturadepantalla(76).png.c89fb81918736d0acfa417382331a406.png

 

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12 hours ago, fishy said:

Hey pal thanks for the compliments! so to answer the thingies you pointed out: I'll look into the barons either tomorrow or next weekend because I'm kinda tight with time 😅, the nukage sectors aren't meant to be damaging, because it's supposed to be a sewer, I can change if it you want though.

The red door marking I completely forgot about that.

I think the amount of train cars is alright, otherwise it'd be a bit empty.

 

That's cool, there no rush! You don't have to make the nukage sectors damaging if you don't want to.

 

11 hours ago, Blast_Brothers said:

@Lorcav I forgot you already said you wanted to make graphics for this, my mistake.

 

Since you asked first, you should get first dibs on anything. If there are any graphics you don't want to make, let me know.

 

Good point, I agree and its only fair after all. We can still keep your graphic as a backup just incase :)

 

11 hours ago, somerandommarineguy said:

Would anyone mind if I make a little discord server for this, or would that not be necessary?

 

Eh, I don't consider it nescessary tbh. I barely use discord and would like to keep development to this thread.

 

5 hours ago, DankMetal said:

Alright, here's the first version of my map!

Map: Outbreak of Evil

Slot: E2M1

Custom Midi: not yet, i will make one myself.

This level is mostly based on the catacombs from Doom 2, i managed to use less than 1000 lines on this.

Tested on Prboom + and Crispy Doom.

Difficulty settings and multiplayer (coop) implemented.

Here's the wad

Epic screenshot:

  Reveal hidden contents

343596095_Capturadepantalla(76).png.c89fb81918736d0acfa417382331a406.png

 

 

That was great! Short, fun and fairly frantic. A nice punchy opener to E2! Feel free to expand on this, but if you're happy with it then that's all good.

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@Somniac Hey man, i had free time today so i looked into what you told me.

I marked the red door, removed some lines that weren't needed, removed two train cars and replaced them with rocks, looked into the barons and made them more of a challenge, fixed monsters waking up when they weren't supposed to, shifted some items and textures, added some detail, etc, all still with just 1000 lines.

Metro madness E4M5 Fishy updated.zip

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@DeetOpianSky - hectic and challenging! I feel like the secret slot is as good a place as any to have basically a slaughtermap, so good call on that. I did notice some monsters stuck in the floor at sector 215 in Crispy Doom, not sure how that happened.

 

@fishy - thanks for the update! Map feels a bit tighter now and definitely plays better. Cheers!

 

@DynamiteKaitorn - this was good fun, I loved the approach you took of having it be essentially one building in a crater, looks really cool. Great stuff!

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2 hours ago, Somniac said:

@DeetOpianSky - hectic and challenging! I feel like the secret slot is as good a place as any to have basically a slaughtermap, so good call on that. I did notice some monsters stuck in the floor at sector 215 in Crispy Doom, not sure how that happened.

Actual cursed linedef.

Threw everything I could think of at it, then just deleted the problem line and redrew it. New one for me (somewhat new to mapping myself).
 

They seem to be unstuck now.

Update uploaded to drive.

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E2M9.zip (55kb) (Run with resource wad)

MAP: "Necrolysis"

SLOT: E2M9

MIDI: "Resistor" by Hayden49 (I didn't originally make this midi for this map, I'm just simply using one of my own midis.)

NOTES: Lots of mixed themes in this level. I had the concept of the gimmicky feel of the E2M9 slot in mind while making it.

 

e2m9.png.553e1a2d404d6bc3144c51afe5dd83c7.png

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Here's my submission for E2M6!

 

E2M6-1K-STO-RC2.zip (Run with resource wad)

 

MAP: "Liminal Rift"
SLOT: E2M6
MIDI: "SA-X Appears" MIDI from Metroid Fusion - composed by Minako Hamano
NOTES: My first techbase map: A faithful attempt at a creepy, moody Shores of Hell corrupted techbase that's falling apart at the seams, being actively pulled into the void. Nothing too crazy in the combat department, save for a couple of surprises :) Uses exactly 1000 lines.

TESTED WITH: Crispy Doom and DSDA-Doom

SCREENSHOTS:

Spoiler

doom62.png.0a1137f941cddb6c1687a20e6488a41c.png

doom64.png.39bf8432cdb44bf81605ce69d0810f2e.png

doom68.png.9f38ab1e4c05d8ee3c01ff4e0c2ddb98.png

doom69.png.d2f7bda27caa6e699da54896aa8bdc29.png

 

 

Edited by stochastic
Added some enemies for RC2

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@Hayden49 - nice interconnected layout and I liked the nonlinearity, being able to grab the keys in whatever order. Some great frantic combat in this one, especially in the yellow key room and the part leading up to the blue key. It killed me twice. Nicely done!

 

@stochastic - I loved the attention to detail here, with the map really feeling like it was coming apart at the seams in places. The red key fight taking place in the void was great fun, and that final fight by the floating cubes visible from the start was a really cool touch. Great map!

 

That takes us up to 11 maps submitted so far. Great work everyone! I'll be away this weekend so won't be able to check out any new maps that may come in during that time, but I'll get back to it as soon as I can. I've got a potential E4M1 in the works, but I'm debating starting over on it, depending how it goes.

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