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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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6 minutes ago, Somniac said:

Once the issue with E4M7 is sorted I'll update the main archive as we're now about +6 maps over the last one :)

 

I was just going to ask you about it because there are more and more maps are ready while the same 24 of them are available for the play. I think with this speed of release of the remaining ones the build with 31 available maps will be the penultimate one :))

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2 hours ago, Somniac said:

@dac - Sorry to report I ran into a softlock at the red key room. From what I can see, sector 121 isn't lowering causing the player to get stuck there. I was really enjoying the map though, it has a great layout and progression and there's enemies around every corner. Fun hot start too, and overall it reminds me a little bit of your map from 1000 Lines 3.

 

 

Went and checked with Crispy Doom, the error seems to be with monster closets being too small and not lowering as a result - which stopped other sectors from lowering too. I think I fixed it. For the bleed error, not sure what causes it but moving a few vertices here and there fixes it too.

 

Version 03 should be completable now.

 

https://www.dropbox.com/scl/fi/1sqafdhtffpjad9ea8ohf/deathby1000lines_dac_v03.zip?rlkey=t276if0onpks953zyrjxhzjsm

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1 hour ago, dac said:

 

Went and checked with Crispy Doom, the error seems to be with monster closets being too small and not lowering as a result - which stopped other sectors from lowering too. I think I fixed it. For the bleed error, not sure what causes it but moving a few vertices here and there fixes it too.

 

Version 03 should be completable now.

 

https://www.dropbox.com/scl/fi/1sqafdhtffpjad9ea8ohf/deathby1000lines_dac_v03.zip?rlkey=t276if0onpks953zyrjxhzjsm

 

Works fine now, thanks! Tough fight at the end but I made it after a few tries. Great map overall!

 

HERE is the latest build, apologies for taking my time to get it assembled. Everything should be in order.

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Posted (edited)

(Download in Post Below)

E4M8: "Engagement Ring"
MIDI: "Darkestness" by Hayden49 (This is not an original midi, I'm just using one of my own midis)

NOTES: I built this map in sort of the same style of E2M9, Necrolysis. This map utilizes the sector tag 666 to lower the exit. I call it "Engagement Ring" because of the obvious 'ring' shape in the map. Oh and the 'engagement' part is because you engage enemies in the ring or smth idk

 

e4m8.png.1a166acdfdac23e10f824bd80335a156.png

Edited by Hayden49
download below

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@Hayden49 another interesting map! Definitely got a style of your own. Some fiendish enemy placement in this one that keeps the pressure on from all angles, but there's enough health/armour to get by. Nice! Also, today I learned Spider Masterminds can infight with eachother. Don't think I've seen that before.

 

Added to the main archive, as we're so close now I'll probably wait until we're at 36 maps to post the next update which may well be RC1.

 

While I'm here, paging @Lorcav - are you still working on graphics?

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Posted (edited)

I didn't expect to see this wad almost done in such a short time. Sadly, i haven't find time to test any map as i wanted to do, but i will try my best in the coming days.

 

For now, here's my map:

E1M3: Bestial Invasion

MIDI: Brutal Doom Killed My Grandma by me.

This map's layout was inspired by Suburbs (and maybe a little bit by MT. Erebus), with some platforming here and there. If you want something more interesting, you can play it with the command line "-coop_spawns".

Download Link

 

Tested on Crispy, Nugget, PrBoom+ 2.666 and Woof.

292113524_Capturadepantalla(99).png.3b7a5799ac31d67fc605690721cee9cb.pngnugg0003.png.64e9ff23464dc63ddfa61b7d1880b784.pngnugg0002.png.79d8439afcf98db25de88820adb41709.png

Edited by DankMetal

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Posted (edited)
18 minutes ago, DankMetal said:

E4M8: Bestial Invasion

 

E1M3, I think. 

 

Played through. Cool map! I think it can be inserted directly into the megawad in this form and it does not require any corrections. And, of course, I realized what the reference to E3M6: Mt. Erebus was just after taking both invulnerabilites :))

Edited by RaRu Des2122

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13 minutes ago, RaRu Des2122 said:

 

E1M3, I think. 

 

Played through. Cool map! I think it can be inserted directly into the megawad in this form and it does not require any corrections. And, of course, I realized what the reference to E3M6: Mt. Erebus was just after taking both invulnerabilites :))

Fuck, i messed the number, sorry

Thanks for playing it, i wasn't expecting anyone to play it so quickly!

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@DankMetal that was a fun map! I liked the open layout and the crusher room with the red key was a fun challenge. Overall a nice fast-paced map. You've still got time for testing and refining so don't worry if you want to make any changes, there's still a bit of time before we're approaching finished.

 

I've updated the main archive with E4M8 and E1M3, download HERE - I've been drafting some bits for story text and still need to choose appropriate MIDIs for the text/intermission screens, plus get the Dehacked sorted for Crispy Doom.

 

3 maps to go until all the submissions are in - reminder that the soft deadline is 4 days away, though as said I'm happy to extend a bit if the remaining mappers need a bit more time.

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Posted (edited)

Yeah, sorry about this but i... Didn't made anything for this YET. I was even thinking to free my slot but i think it's too late?

Edited by Walter confetti

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We All Fall Down v04

 

Did some more work on my map. Most noteworthy changes are shaving a few lines here and there to add them a few places else, while fixing a softlock in the final fight that prevented the player from 100%ing the map (monster closets wouldn't open AND also prevented a lift from rising which allowed the player to climb back to the main map). Next update will be adding difficulties.

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Db1k_E2M8_V1.zip

 

MAP: Arcane Arena
SLOT: E2M8
MIDI: "Fight With Maruyama" from Dynamite Headdy; sequenced by Teck
NOTES: No difficulty settings yet. Probably needs more testing and tweaking, but it's feature-complete.

 

Screenshots:

Quote

image.png.9a8f3106afb89783b8e8d8f2a1b7c8dc.png

image.png.470656f019f27a9b5fdfb82209bf936c.png

image.png.be78fa8f4b927945e6aff692ab1ccd19.png


 

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On 4/24/2024 at 2:30 PM, Somniac said:

While I'm here, paging @Lorcav - are you still working on graphics?

 

Errr....no. I thought you settled on someone else in the end?

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I updated my map slightly, added a secret and fixed some bugs.
And last time I didn't mention what midi is used on the map. OST - “Kitchen Names (and Taking Ace)” by PRIMEVAL from Plutonia: Revisited Community Project
 

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On 4/26/2024 at 11:14 AM, Walter confetti said:

Yeah, sorry about this but i... Didn't made anything for this YET. I was even thinking to free my slot but i think it's too late?

 

It would be a shame to not get a map from you as I always enjoy your maps when I play them :p if you want to drop the slot, its okay, let me know and I'll open it up.

 

On 4/28/2024 at 9:18 PM, Lorcav said:

 

Errr....no. I thought you settled on someone else in the end?

 

I honestly don't remember xD however it looks like I dropped the ball on coordinating the graphics side of things, so that's on me.

 

@Blast_Brothers, you expressed interest in doing graphics at the beginning. I really liked that M_DOOM you showed early in the thread, would you be willing to make a status bar and potentially a title pic too, if that's not a big ask? BTW I'll endeavour to play and comment on your map tonight, last few days have been quite busy for me.

 

12 hours ago, knifeworld said:

Should be done with my map today, for real this time.. Just dealing with a lot of shit irl.

 

Its no problem if you need a bit more time :) IRL things are more important!

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2 hours ago, Somniac said:

It would be a shame to not get a map from you as I always enjoy your maps when I play them :p if you want to drop the slot, its okay, let me know and I'll open it up.

Ok, then... Is there any hard deadline now?

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9 hours ago, Somniac said:

 

@Blast_Brothers, you expressed interest in doing graphics at the beginning. I really liked that M_DOOM you showed early in the thread, would you be willing to make a status bar and potentially a title pic too, if that's not a big ask? BTW I'll endeavour to play and comment on your map tonight, last few days have been quite busy for me.

 

Sure, I can come up with something over the next week or two.

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23 hours ago, Blast_Brothers said:

 

Sure, I can come up with something over the next week or two.

 

Awesome, thanks! Just played your map and I really liked it, its a good engaging arena fight that's fun to zoom around in. Loved the use of crushers and the BFG trap was really cool, I don't know if its deliberate but I thought it was neat how I couldn't just use the top part of the cross-shaped platform to bounce tracers off, and you're made to choose between trying to hold down the area and get extra ammo (and kills), or jump off and try and get all the Cybers asap. Fun map!

 

On 5/2/2024 at 4:02 PM, Walter confetti said:

Ok, then... Is there any hard deadline now?

 

Lets say about two weeks, if that's the amount of time needed for the graphics :p if that's long enough then the slot is still yours.

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hey guys just stopping in, no time to take on more - but this was a pretty wacky experience lol

 

 

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Posted (edited)

https://www.dropbox.com/scl/fi/if0bcgnqrmtv7mnotap8o/another-time-and-place-v2.zip?rlkey=8akp3k9ksszf16wvptp78w6ls&st=oh8b8zc6&dl=0

 

MAP: Another Time & Place
SLOT: E3M4
MIDI: Hell from Jazz Jackrabbit
NOTES: version 2 a   notable changes:

          more candles and other decoration in the maze hopefully making it easier to navigate

          fix a mistake with the final elevator

          put pillars in the final fight to prevent infighting

          a lot more overall decorations and some other visual touchup

          V2a: change some demons into specters

 

@Somniac sorry, it was a change I plum forgot to do before uploading

Edited by Blue Phoenix
version 2 a

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Hey @Somniac, I've made some minor enhancements to my map. Mainly just added enemies in the red key area in between the big void fight and the final fight, as I agree with @DankMetal's observation that the original map felt like it lost steam around that point.

I've updated my original post with the new version. Thanks!

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A alpha release is ready!

No difficulty seetings added, but it's here.

1kx1-v0.zip

 

TITLE: 1X1=1000

MAP SLOT: E3M2

MIDI: Cybernetics by @Arsinikk

NOTES: A map inspired by 1x1 megawad on texture limitations usage. I hope you like BROVINE (who doesn't?).

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@Walter confetti thank you, great map! BROVINE, the connoisseur's choice, one of my favourite textures actually. I softlocked myself by trying to pick up the berserk in sector 162, I can see how it is meant to raise now, but you might want to make the other linedefs on the triangular candle sectors also have the same action. Otherwise no complaints, this was good fun!

 

@stochastic and @Blue Phoenix thank you for the updates, I'll get those added into the main wad ASAP :)

 

ONE map to go before all submissions are in!

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Posted (edited)

Hi is there still room for a newbie mapper?

This is a small level, from my first WAD (map02), that is only 1050 lindefs, I could easily remove some to go bellow 1000 and also update textures to comply with your requirements.  Currently easy win with a little platforms puzzle that could be re-balanced with monsters if higher difficulty its needed.
Here you can see a 3mins playthrough without spoiling secrets: 

 

 

Edited by piXelicidio

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@piXelicidio all slots are currently taken I'm afraid, we're just waiting on our last mapper to finish E3M8. Thank you for your interest though!

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