MFG38 Posted February 22 (edited) Here we are once again. My next community project was originally going to be based on a much more original and fleshed-out idea, but that'll need a resource pack of its own and I can't very well hack one together on a notice of "I suddenly feel like hosting another community project, time to start writing the OP". So while you wait for that, here's what I came up with for the time being: McDoomguy's Slaughterific Sample Platter! Don't let the name scare you - you don't have to make a slaughtermap in order to participate in this project! What this project is really more about is the selection of restrictions on offer. We have a dozen different choices for restrictions, and your maps are to use at least three of them. Some of the restrictions are inspired by beloved community projects of the past, others are less so. Which of them inspire you the most? What kind of unholy combination(s) can you come up with? I for one am looking forward to finding out! BASIC RULES IWAD is Doom 2, compatibility target is MBF21. That's not a restriction on the map format, though - any map format that works in dsda-doom in cl21 is fair game. DON'T FORGET TO TEST ACCORDINGLY! Our texture pack is going to be 32in24-15tex, which can be downloaded here: https://esselfortium.net/wasd/32in24-15_tex_v2.zip Any maps submitted MUST use at least three (3) restrictions from the lists below! While I'm not entirely against people submitting shitpost maps, I do ask that you put at least some effort into your maps. You can spend more time than a single evening on one. This isn't 10 Line Genocide or D5DA. (No shade against either project or their hosts, of course.) Maximum of 3 submissions per mapper. This includes any potential collaborative submissions - a collab map will count as 1 submission from each mapper involved. Submission deadline is March 31st. RESTRICTIONS Pick at least 2 restrictions from the following list: 100 lines or less 10 sectors or less 3 textures and 3 flats (custom sky texture does not count if you define one with sky transfer) 1024x1024 or smaller map size (applies only to the playable area - voodoo doll conveyors etc. can be outside of the space) No orthogonal lines Only 1 monster type Grid size of 64 (applies to vertices only) And one restriction out of these: Pacifist map (monsters have to be killed by indirect means, e.g. crushers, telefrags etc.) Monsterless puzzle/platforming map Hitscan enemies only A bunch of explosive barrels Sector special 10 (a door closes after 30 seconds (just don't be evil and make it the exit door)) SUBMISSION TEMPLATE Please use the submission template provided below when submitting your map(s). Map name: [self-explanatory] Author: [how you wish to be credited] Music: [name and source of custom MIDI if applicable] Restrictions: [list of restrictions used] Notes: [any notes and/or general comments you want to share about the map] Edited April 1 by MFG38 Further clarification of rules 27 Quote Share this post Link to post
Rykzeon Posted February 22 6 hours ago, MFG38 said: A bunch of explosive barrels Sector special 10 (a door closes after 30 seconds (just don't be evil and make it the exit door)) Does the participants need to spam it across the map or just put it once? 6 hours ago, MFG38 said: No orthogonal lines Does non-orthogonal lines just by 1 grid/unit difference counted as non-orthogonal (the one usually mapper uses to avoid fake contrast)? 0 Quote Share this post Link to post
MFG38 Posted February 23 8 hours ago, Rykzeon said: Does the participants need to spam it across the map or just put it once? The barrels don't have to be scattered all over the map, they can be bunched up in one place. And one occurrence of the sector special is enough to qualify. 8 hours ago, Rykzeon said: Does non-orthogonal lines just by 1 grid/unit difference counted as non-orthogonal (the one usually mapper uses to avoid fake contrast)? Sure. 1 Quote Share this post Link to post
ViolentBeetle Posted February 23 15 hours ago, MFG38 said: Grid size of 64 Does grid size apply to both vertices and things? 0 Quote Share this post Link to post
CravenCoyote Posted February 23 Can we also use regular Doom 2 textures or are we specifically limited to the texture pack provided? 0 Quote Share this post Link to post
MFG38 Posted February 23 3 minutes ago, ViolentBeetle said: Does grid size apply to both vertices and things? Just vertices. 2 minutes ago, CravenCoyote said: Can we also use regular Doom 2 textures or are we specifically limited to the texture pack provided? You can use stock Doom 2 textures as well. 2 Quote Share this post Link to post
Walter confetti Posted February 23 I've expected something more like Limit Buffet by the premises, but it's a funny little project otherwise. Not sure if i join this one due to the MANY projects i'm into... 1 Quote Share this post Link to post
akolai Posted February 23 Map name: her eyes point upwards to a better future in a pristine city of stars Author: akolai Music: soilscraper by yakfak Restrictions: all from first list + barrels Notes: cl21 speedmap shitpost. includes sectorless control sectors. flats are BRIKGTH4, CITYF05, F_SKY1, textures are CITY02, CITY05, CITY12heputabfiapcos.zip 5 Quote Share this post Link to post
Rykzeon Posted February 23 22 hours ago, MFG38 said: No orthogonal lines I forget to ask, is control sector counted? 0 Quote Share this post Link to post
MFG38 Posted February 23 50 minutes ago, Rykzeon said: I forget to ask, is control sector counted? Yes. 0 Quote Share this post Link to post
senpaigru Posted February 23 (edited) nice! i think i have an idea for this. edit-potentially dumb question but do doors/switches count as 2 of the 3 textures in the rule of 3 tex 3 flat? Edited February 23 by senpaigru 1 Quote Share this post Link to post
MFG38 Posted February 23 1 hour ago, senpaigru said: do doors/switches count as 2 of the 3 textures in the rule of 3 tex 3 flat? They do. 2 Quote Share this post Link to post
Xulgonoth Posted February 24 Map name: Skibidiggido X Authors: Xulgonoth (centre), Mapper X (top right), Oxymoron (bottom right), The Xizzler (top left), xXx_Majster_Braňo_xXx (bottom left) Music: Mr. Bungle - Ars Moriendi Restrictions: Yes Notes: If I could comprehend the concept of feeling sorry, I probably would be.skibidiggido_x.zip 7 Quote Share this post Link to post
senpaigru Posted February 24 Map name: Pyre Pas de Quatre Author: senpaigru Music: Turbulence from Dune 2-sequenced by Kyu Sawamura Restrictions: 100 lines or less, 3 textures and 3 flats, only 1 monster type, grid size of 64, pacifist map Notes: thanks to @Yagacaw for playtesting this and giving helpful feedback and suggestions Pyre Pas de Quatre 5 Quote Share this post Link to post
Yagacaw Posted February 24 (edited) Map name: [La Fin Absolue du Doom] Author: [Yagacaw] Music: [Takashi Tateishi - Bubble man theme from Mega man 2 (Midi rendition by DurfarC)] Restrictions: [ 100 lines or less -(100 lines used) 3 textures and 3 flats -Testures: (TEKWALLC, SKINTEK1, MIDPIPE4) -Flats: (WIRE2H, GATESK6, GRAYSLM1) No orthogonal lines -no right angles here Sector special 10 -its a big part of the map, but no spoilers here ] Notes: [I usually don't make combat puzzles so for anyone playtesting this level, please let me know if the combat was to much or to little and what Difficulty setting you played at. I'm not sure if adding Monsters to UV made it appropriately more difficult, So I appreciate the feedback! also thank you @senpaigru for help with testing and helping me solve those texture issues!] File Download: LaFinAbsolueDuDoom_RC3_patch.wad Screenshot: Spoiler Edited March 12 by Yagacaw added screenshot 3 Quote Share this post Link to post
Hebonky Posted February 24 Okay so would choosing a 1 monster type and puzzle platforming be allowed? 1 Quote Share this post Link to post
knifeworld Posted February 24 Map name: Painful Bonus Author: knifeworld Music: goldeneye_cradle2.mid from VGMUSIC.com Restrictions: All from the first list (except for "1 monster type", and 3tex3flat if you consider using only 2 flats as breaking the rule lol), + bunch of barrels Notes: A speedmap to alleviate mappers block. Also managed to get exactly 100 linedefs and 10 sectors unintentionally. TEX: BRIDGE09, ZZZFACE3, ZZZFACE4 FLAT: TLITE65G, CARPETRDMDSSP KW.zip 4 Quote Share this post Link to post
MFG38 Posted February 24 3 hours ago, Hebonky said: Okay so would choosing a 1 monster type and puzzle platforming be allowed? That's the only "illegal" combination, so to speak, because the puzzle/platforming restriction also states that the map has to be monsterless. Everything else is fair game. 1 Quote Share this post Link to post
CravenCoyote Posted February 24 (edited) I'm working on a map and oh god, this is my first time with restrictions but also 'more stuff' (compared to vanilla mapping, which is what I'm used to). It's a fun challenge! 1024x1024 or smaller map size Grid size of 64 Hitscan enemies only (probably) Edited February 24 by CravenCoyote 2 Quote Share this post Link to post
Arsinikk Posted February 24 Currently working on a map for this (with a bespoke midi to boot). That's all I'm gonna say for now. 4 Quote Share this post Link to post
Shove82 Posted February 24 This will, hopefully, be my first map released outside of the RAMP community project. It will be a short map, 1024X1024, 3 textures/flats and probably some barrels. But man alive, just using 3 textures/flats is much harder than I thought it would be! 2 Quote Share this post Link to post
Yagacaw Posted February 24 (edited) Map name: [The Incal Woods] Author: [Yagacaw] Music: [Junko Tamiya - Dream 7 Theme Song 'Topsy-Turvy' from Little Nemo the Dream Master (Midi rendition by M.W.S.)] Restrictions: [ 100 lines or less -(99 lines used) 3 textures and 3 flats -Textures: (MIDTREE1, SKYESSL1, SKYESSLR) -Flats: (F_SKY1, GROUND12, SNOWF_6) No orthogonal lines -no right angles here Sector special 10 -its a big part of the map, but no spoilers here Hitscan enemies only -I used every hitscan enemy in the game, even the Arch-vile,,, yes they are! ] Notes: [This came from a Idea I had for how to use Sector 10 in a new puzzle, I have one more idea for how sector 10 could be used, but i ran out of lines making this map, which i guess is a tribute to Jodorowsky's "The Incal" when i noticed how triangles use less lines then squares and thats what the map ended up looking like. Also i wanted to see if i could make a map with 2 different sky transfer areas given that two out of three textures were for the Skies so only one non sky texture was used.] File downloadTheIncalWood_RC1.wad Screenshot Spoiler Edited March 12 by Yagacaw added screenshot 3 Quote Share this post Link to post
Yagacaw Posted February 24 2 hours ago, Shove82 said: But man alive, just using 3 textures/flats is much harder than I thought it would be! I hear that! It was challenging at first cuz my old mapping tricks don't work if I'm not willing to devote a whole third of the textures to switchs or doors. But restrictions can be a great fuel for creative solutions. Check out this great WAD by Pistoolkip where they decorate the whole level with only the texture Wood5 and it looks great! Hopefully this wad will open your mind as it did for me 1 Quote Share this post Link to post
Shove82 Posted February 25 Map name: Ferrum. Author: Shove82. Music: Tar by James Paddock Restrictions: 3 textures and 3 flats. 1024x1024 and barrels. Notes: A short and hard map. Tight spaces and rather dark. ferrum.zip 2 Quote Share this post Link to post
Scionox Posted February 29 Map name: Rocket Launcher And You Author: Scionox Music: Gestation from Cave Story(VGMusic), sequenced by Felix, further edited by Scionox Restrictions: 10 sectors, No orthogonal lines, Platforming Map Notes: Difficult platforming speedmap making heavy use of rocket jumping. Lower difficulty setting implemented and allow for alternate earlier exits. Screenshots: Spoiler Download: RocketLauncherAndYou.zip 3 Quote Share this post Link to post
CravenCoyote Posted February 29 (edited) Map name: Breakout Author: CravenCoyote Music: Das Model by Kraftwerk Restrictions: 1024x1024 or smaller map size. Grid size of 64. Hitscan enemies only. Notes: Techbase. Difficulty settings implemented. Download: Breakout.zip Edited February 29 by CravenCoyote Bug fix 2 Quote Share this post Link to post
Shove82 Posted March 2 (edited) @MFG38 If you submit a second, or third map, for this project can you still use the same restrictions as the first map you´ve submited? Edited March 2 by Shove82 0 Quote Share this post Link to post
MFG38 Posted March 2 11 minutes ago, Shove82 said: @MFG38 If you submit a second, or third map, for this project can you still use the same restrictions as the first map you´ve submited? Yeah, that's absolutely fine. 1 Quote Share this post Link to post
Hebonky Posted March 5 Map name: So I heard you like platforming Author: Hebonky Music: Tripping around the sun by Psychedelic Eyeball Restrictions: 1024x1024, 3 textures and flats, monsterless platforming Notes: I suck at platforming so I don't know if it's beatable So I heard you like platforming.zip 2 Quote Share this post Link to post
LSC Lasico Posted March 5 @MFG38 just one question regarding the 64 grid restriction. As you can see on this picture, this structure is not aligned to the 64 grid size. However, I have made it without entering a lower grid size once. Does this still count for this restriction or are only vertices in the corners of each square allowed? 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.