MFG38 Posted April 7 (edited) Welcome to McDoomguy's! What can I get you? You're not sure? Well then, might I interest you in our Slaughterific Sample Platter? It's our award-winning 42-course meal crafted by a selection of chefs, world-famous veterans and new tryouts alike. Whatever it is you're craving today, you're bound to find something to satisfy your hunger in there. And somehow it doesn't cost anything! Seriously, why didn't we put a price tag on the thing? It's literally our most famous dish and it's slowly bankrupting us... Oh right, you probably wanna know what the entire gimmick here was. Well, the participating chefs had a selection of 12 different design restrictions on offer, of which they had to use at least 3. At least two out of the following: 100 lines or less 10 sectors or less 3 textures and 3 flats 1024x1024 or smaller map size No orthogonal lines Only 1 monster type Grid size of 64 And one out of these: Pacifist map Monsterless puzzle/platforming map Hitscan enemies only A bunch of explosive barrels Sector special 10 IWAD: Doom 2 Port: MBF21-compatible Map #: MAP01-42 Mode(s): SP only Difficulty settings: Mostly no Tested with: dsda-doom 0.27.5 MAP LIST Spoiler ** MAP01 ** Map name: Breakout Author: @CravenCoyote Music: MIDI rendition of “Das Modell” by Kraftwerk Restrictions: 1024x1024 or smaller map size. Grid size of 64. Hitscan enemies only. ** MAP02 ** Map name: Slimy Satisfaction Author: @Death Bear Music: "Nuke Daddy" by Death Bear Restrictions: 1024x1024 or smaller map size, 3 textures and 3 flats, Hitscan enemies only ** MAP03 ** Map name: Reality Is Broken Author: @Amiga Angel Music: "26" by AD_79 Restrictions: 1024x1024, Only 1 monster type, A bunch of explosive barrels, hitscan only ** MAP04 ** Map name: Restricted Author: @CBM Music: “Fuel” by AD_79 Restrictions: 100 lines or less, 10 sectors or less, 3 textures and 3 flats, 1024x1024, No orthogonal lines, Only 1 monster type, Grid size of 64, Hitscan enemies only, A bunch of explosive barrels, Sector special 10 ** MAP05 ** Map name: Marblue Zone Author: @DynamiteKaitorn Music: “Chrysalis” from Jazz Jackrabbit Restrictions: 3 flat and texturees; hitscan only; 1 enemy type ** MAP06 ** Map name: Void Park Author: Amiga Angel Music: "Aquifer" by AD_79 Restrictions: 1024x1024, Only 1 monster type, A bunch of explosive barrels ** MAP07 ** Map name: Ferrum Author: @Shove82 Music: “Tar” by James Paddock Restrictions: 3 textures and 3 flats, 1024x1024, barrels ** MAP08 ** Map name: Oxide Author: Shove82 Music: “Nonagon” by James Paddock Restrictions: 1024x1024, three textures/flats and some barrles. ** MAP09 ** Map name: Barrelling Along Author: @Artinum Music: "Zero" by Emperor S P O O N Restrictions: 1024 x 1024 map size, 1 monster type, 3 textures and 3 flats, a bunch of explosive barrels. ** MAP10 ** Map name: Royal Flush Author: Amiga Angel Music: "Clavicle" by AD_79 Restrictions: 1024x1024, Only 1 monster type, A bunch of explosive barrels and Sector special 10 ** MAP11 ** Map name: A Maze in Crates Author: CBM Music: "Godless Industry" by AD_79 Restrictions: 1024x1024 or smaller map size, grid size of 64, Only 1 monster type, A bunch of explosive barrels ** MAP12 ** Map name: Hitscan fortress Author: @Niloquì Music: D_ULTIMA Restrictions: 10 sectors or less, Grid size of 64, Sector special 10, Hitscan enemies only ** MAP13 ** Map name: revy reverie Author: @rita remton Music: MIDI rendition of “Sweet Dreams” by Marilyn Manson Restrictions: 3 textures and 3 flats. 1 monster type. a bunch of explosive barrels. ** MAP14 ** Map name: Skull Pointer Overflow Author: @PasokonDeacon Music: "Choirs From Hell" by Paul Corfiatis Restrictions: 100 lines, non-orthogonal, sector special 10 ** MAP15 ** Map name: Fair play for shotguns Author: @dyshoriaroc Music: Main theme from Corpse Party ‘98 Restrictions: 64 grid size, A lot of barrels and 1 demon type(shotgunners) ** MAP16 ** Map name: Figure It Out Author: CBM Music: “Workhorse” by AD_79 Restrictions: 1024x1024, grid size 64, Sector special 10 and some barrles. ** MAP17 ** Map name: Egypt Map Author: MFG38 Music: MUS conversion of 21.HMI from Daggerfall Restrictions: Grid size of 64, 1 monster type, pacifist map ** MAP18 ** Map name: The Incal Woods Author: @Yagacaw Music: “Topsy-Turvy” from Little Nemo the Dream Master Restrictions: 100 lines, 3 textures and 3 flats, no orthogonal lines, hitscan enemies only, sector special 10 ** MAP19 ** Map name: Burnt Rock Food Author: @SuyaSSS (aka Kinatuk) Music: Reshiram Battle Theme from vgmusic Restrictions: 3 textures and 3 flats, no orthogonal lines, sector special 10 ** MAP20 ** Map name: Touch the Grass Author: @Walter confetti Music: MIDI rendition of “The Good, The Bad and The Ugly” theme Restrictions: 64 grid size, 3 textures\3 flats, 10 sectors or less, hitscanners only ** MAP21 ** Map name: Exit Less Author: MFG38 Music: “At Samba’s Gate” by MFG38 Restrictions: 1024x1024, 3 textures and flats, sector special 10 ** MAP22 ** Map name: ayame blackburn i Author: @signaturereverie Music: "stoned" by masafumi takada (from killer7) Restrictions: 3 textures 3 flats , one monster type (chaingunner) , hitscan enemies only ** MAP23 ** Map name: Temple of Bullets Author: @Beubeu Music: “The River of Fire” by Kevin Schilder Restrictions: 3 textures and 3 flats, Grid size of 64, Hitscan enemies only ** MAP24 ** Map name: Felix Baumgartner, I Presume? Author: Artinum Music: "Waiting for Romero to Play" by Bobby Prince Restrictions: 1024 x 1024 map size, Grid size of 64, 3 textures and 3 flats, 100 lines or less, 10 sectors or less, Monsterless puzzle/platforming map ** MAP25 ** Map name: Half a Minute! Author: Artinum Music: "Bye Bye American Pie" by Bobby Prince Restrictions: 100 lines or less, 10 sectors or less, 3 textures and 3 flats, 1024x1024 or smaller map size, Only 1 monster type, Grid size of 64, Pacifist map, Hitscan enemies only, A bunch of explosive barrels, Sector special 10 ** MAP26 ** Map name: La Fin Absolue du Doom Author: Yagacaw Music: “Bubble Man” from Mega Man 2 Restrictions: 100 lines, 3 textures and 3 flats, no orthogonal lines, sector special 10 ** MAP27 ** Map name: Molybdaenum Author: Shove82 Music: “Space Cuisine” by James Paddock Restrictions: 1024x1024, three textures/flats and some barrels. ** MAP28 ** Map name: Doom Guy's Deicide Author: Yagacaw Music: Jamiroquai - deeper underground Restrictions: 3 textures and 3 flats, Grid size of 64, Sector special 10 ** MAP29 ** Map name: Cramped Dreams Author: @Scionox Music: Blimp from Donkey Kong Land(VGMusic), sequenced by AKM, further edited by Scionox Restrictions: 1024x1024 or smaller map size, Only 1 monster type, pacifist map ** MAP30 ** Map name: Fuck Me Faster (It's No Fun to Slow Down) Authors: @Arsinikk & @Large Cat Music: "BANG X3" by Arsinikk (bespoke track) Restrictions: Pacifist map, 3 textures and 3 flats, 10 sectors ** MAP31 ** Map name: Tightrope II: Electric Fuckaloo Author: MFG38 Music: “Running from Evil” Restrictions: 4 sectors, 1024x1024, 3 textures and 3 flats, no orthogonal lines, platforming map ** MAP32 ** Map name: Voodoo Dolls Trapped with Explosives Author: @Plerb Music: “Warkanoid#46” by Vakhtang Adamiya Restrictions: 3 textures and flats, 100 lines, monsterless puzzle, barrels o' fun ** MAP33 ** 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 ** MAP34 ** Map name: 4° Author: signaturereverie Music: MIDI rendition of “4°” by Tool Restrictions: no orthogonal lines, 1024x1024 playable area, pacifist ** MAP35 ** Map name: exitspace_ Author: akolai Music: “Let Loose the Carpet Cleaners” by Fuzzball Restrictions: all from first + pacifist puzzle/platforming with a hitscan enemy ** MAP36 ** Map name: Painful Bonus Author: @knifeworld Music: goldeneye_cradle2.mid Restrictions: All from the first list except "1 monster type" + bunch of barrels ** MAP37 ** 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 ** MAP38 ** Map name: Pyre Pas de Quatre Author: @senpaigru Music: “Turbulence” from Dune 2 Restrictions: 100 lines or less, 3 textures and 3 flats, only 1 monster type, grid size of 64, pacifist map ** MAP39 ** Map name: Garrucha Author: signaturereverie Music: 7-upsilo.mid by zan-zan-zawa-veia Restrictions: 1024x1024 , no orthogonal lines , 1 monster type (lost soul) , 3 textures 3 flats , sector effect 10 ** MAP40 ** Map name: Rocket Launcher And You Author: Scionox Music: “Gestation” from Cave Story Restrictions: 10 sectors, No orthogonal lines, Platforming Map ** MAP41 ** Map name: Flux Author: @LSC Lasico Music: MAP15 of A.L.T. Restrictions: Every single first list restriction + platformer map + sector 10 (exit) ** MAP42 ** Map name: Skibidiggido XY Authors: @Xulgonoth and their 8 clones(?) Music: MIDI rendition of “Ars Moriendi” by Mr. Bungle Restrictions: All of them DOWNLOAD FINAL VERSION: MFG38's Fun Hub: https://mfg38.github.io/files/doom_wads/mcdoom_ssp.zip /idgames: COMING SOON Edited June 8 by MFG38 Final release 33 Quote Share this post Link to post
LSC Lasico Posted April 7 Hey man, if it wouldn't be hard, please remove the "monsterless" restriction from my map, I forsook it in the update to remove it's conflict with the "1 monster type" restriction. 1 Quote Share this post Link to post
MFG38 Posted April 7 Just now, LSC Lasico said: Hey man, if it wouldn't be hard, please remove the "monsterless" restriction from my map, I forsook it in the update to remove it's conflict with the "1 monster type" restriction. Noted. I'll fix it right away. 1 Quote Share this post Link to post
LSC Lasico Posted April 7 (edited) I would also like to point out that the sky texture in my map is missing. you can find it in my submission wad file, but here it is just in case. edit: it appears to be a fuck up of mine, as I’ve apparently forgotten to rename the texture on sky transfer linedefs, fairly easy fix. Edited April 7 by LSC Lasico 0 Quote Share this post Link to post
MFG38 Posted April 7 2 minutes ago, LSC Lasico said: I would also like to point out that the sky texture in my map is missing. you can find it in my submission wad file, but here it is just in case. Oh yeah, I did give the sky texture a different name during compilation and the sky transfers in the map override the UMAPINFO definition. Easy to fix, thankfully. 1 Quote Share this post Link to post
Xulgonoth Posted April 7 Hi. Turns out me and my team of "clones" fucked up and you start in place of a voodoo doll in this RC. Here's a fix: skibidiggido_xy_startfix.zip 1 Quote Share this post Link to post
LSC Lasico Posted April 7 13 minutes ago, MFG38 said: Oh yeah, I did give the sky texture a different name during compilation and the sky transfers in the map override the UMAPINFO definition. Easy to fix, thankfully. Oh yeah, while you’re at it, please remove the voodoo doll at the top of the cliff, since it apparently appears regardless of difficulty and they kinda ruins the purpose of the map. 1 Quote Share this post Link to post
apichatpong Posted April 7 (edited) 52 minutes ago, Xulgonoth said: Hi. Turns out me and my team of "clones" fucked up and you start in place of a voodoo doll in this RC. Here's a fix: skibidiggido_xy_startfix.zip Man ! I was just going to post this : "Everytime I see Xulgonoth on mappers list, I instantly try his map just to see the limit between trolling and high talent pushed a bit further... here I'm served... How the f... are you suppose to survive ?!". Note that in this collector version of the wad, you can play skibidiggido xy this way : try to shoot the barrels on right time so that the dying screams of you and the voodoo dolls fit the rhythm of ars moriendi, since the screams is a bit Mike Pattonesque, it'll be a pleasure for the ears. Edited April 7 by apichatpong 1 Quote Share this post Link to post
reefer Posted April 7 (edited) love the idea of having the mappers "pick their poison" these maps are fucking awesome Edited April 7 by reefer 2 Quote Share this post Link to post
Xulgonoth Posted April 7 1 hour ago, apichatpong said: Man ! I was just going to post this : "Everytime I see Xulgonoth on mappers list, I instantly try his map just to see the limit between trolling and high talent pushed a bit further... here I'm served... How the f... are you suppose to survive ?!". I'm so sorry, let's just collectively decide to blame this little blunder on Xizzler, I'm sure he won't mind. 2 Quote Share this post Link to post
CravenCoyote Posted April 8 I've played 4 of these maps so far before I start work and I'm having an absolute blast (and what a surprise to load in and see my map right away!). I also couldn't help but laugh when I first saw the intermission screen with the burger and the cheesy music. Great work! 1 Quote Share this post Link to post
MFG38 Posted April 8 Released RC2 with fixes to MAPs 01, 41 and 42. Download link has been updated in the OP. 7 Quote Share this post Link to post
Artinum Posted April 8 This was enormous fun - thank you for arranging it! 1 Quote Share this post Link to post
CBM Posted April 8 Loved making maps for this. Thanks for setting this up. 1 Quote Share this post Link to post
Scionox Posted April 9 Was replaying my map and noticed few accidental errors i made while fixing something else, should be fixed here: RocketLauncherAndYou.zip 1 Quote Share this post Link to post
MFG38 Posted April 10 RC3 is out with fixes to MAP13 (I realized that I put an old version of the map in) and MAP40. Download link in OP has been updated. 0 Quote Share this post Link to post
MFG38 Posted April 10 3 minutes ago, CBM said: can I post any bugs I find in this thread? Absolutely. I'd imagine the final release is some weeks away anyway, there's bound to be undiscovered bugs still. 1 Quote Share this post Link to post
CBM Posted April 10 (edited) ok, I found the following bugs whengiving this a quick spin@Artinum @SuyaSSS @Beubeu Edited April 10 by CBM 0 Quote Share this post Link to post
Beubeu Posted April 10 (edited) 4 minutes ago, CBM said: ok, I found the following bugs whengiving this a quick spin@Artinum @SuyaSSS @Beubeu Homs ? Edit : nevermind i get it :) Edited April 10 by Beubeu 0 Quote Share this post Link to post
Artinum Posted April 10 (edited) 2 hours ago, CBM said: ok, I found the following bugs when giving this a quick spin Darn. Still, at least it's not a game breaker. I'm not clear what causes slime trails (or maybe this is a wall trail?) but I may take a look when I have a spare moment. I do remember that there's a hidden gap around that point (sound tunnel) and I'd bet pennies that the engine is hiccuping over that. Edited April 10 by Artinum 1 Quote Share this post Link to post
MFG38 Posted April 10 4 minutes ago, Artinum said: I'm not clear what causes slime trails Usually it's a fuck-up from the node builder's end. Moving the offending vertex slightly should fix it. 2 Quote Share this post Link to post
Artinum Posted April 10 6 hours ago, CBM said: ok, I found the following bugs when giving this a quick spin Question - what did you run this in? I've only got GZDoom installed on my machine and I can't seem to replicate the problem in that. 1 Quote Share this post Link to post
CBM Posted April 10 1 hour ago, Artinum said: Question - what did you run this in? I've only got GZDoom installed on my machine and I can't seem to replicate the problem in that. GZDoom is not good for testing, it hides slimetrails and many other issues that other ports do not. I used dsda doom v.0.27.5 for testing 0 Quote Share this post Link to post
signaturereverie Posted April 10 30 minutes ago, Artinum said: Question - what did you run this in? I've only got GZDoom installed on my machine and I can't seem to replicate the problem in that. i looked around there and im pretty sure thats not a slime trail but the midtex thats used to hide the sound hole clipping into the ground . seems to be a thing with the software renderer specifically (or at least the dsda software renderer , im not sure of differences in renderers between ports) kind of on topic : im pretty sure the green armor up on the high ledge is unobtainable with infinite height because theres a lamp blocking you down below 2 Quote Share this post Link to post
CBM Posted April 10 (edited) 41 minutes ago, signaturereverie said: i looked around there and im pretty sure thats not a slime trail but the midtex thats used to hide the sound hole clipping into the ground . seems to be a thing with the software renderer specifically (or at least the dsda software renderer , im not sure of differences in renderers between ports) kind of on topic : im pretty sure the green armor up on the high ledge is unobtainable with infinite height because theres a lamp blocking you down below I did not check in the editor but a midtex "that bleeds" is also a possible explanation. It happens to me on a regular basis when I map in MBF because I am so used to it not being a problem in UDMF Edited April 10 by CBM 1 Quote Share this post Link to post
rita remton Posted April 10 hi! thanks mfg38 and all mappers+contributers for the release! currently playing it. found a possible bug in [map06: void park] by @Amiga Angel as per screenshot. note: please disregard the fps count since i was in [i_timescale=0.1] to properly screenshot the bug. will post more if i find any more bugs later (i can't finish the entire megawad in one day). 3 Quote Share this post Link to post
SuyaSSS Posted April 11 Here is an update to my map for this project which fizes the softlock found by @CBM and also adds some quality of life changes such as lowering switches, a tiny tutorial for the teleporting rock at the start and other minor changes. Download 2 Quote Share this post Link to post
rita remton Posted April 11 a continuation of my playthrough to find bugs. played till map20. map 10: royal flush by @Amiga Angel. i don't know if it's a bug or a vantage point for the player, but an estimated 90% of all monsters in the map could be sniped from this window.map13: revy reverie by myself :P [ladymistdragon] did a playthrough of the map (see earlier posts in this message thread) and cheesed the floor trap (there is just one in the map), causing a soft-lock. map20: touch the grass by @Walter confetti. if the player does not leave the room in the screenshot in time, the player would be soft-locked. i stopped playing at map20 because map progression was too obscure for me (i did not know where to go and stopped searching after 15 minutes). walls in the automap were also hidden. i will update my map (map13: revy reverie) with the required amendments soonest. that's all for now. tq. 2 Quote Share this post Link to post
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