Ravendesk Posted May 5 (edited) @4shockblast happy birthday!! To celebrate your birthday and also your pretty decent achievement of lv01p in 4 seconds we made some maps that are beaten by your most notable demos (including lv01p itself of course). All maps have coop support and most have coop-exclusive gameplay, so have fun with that :) The demos are cl2, so the wad should be played in complevel 2 as well. Map list: Map 01 - 4entryway by Ravendesk - Doom 2 Map 01 UV-Pacifist 0:04.97 demo UV-MAXes this map Map 02 - 4 shock tank action by Billa - thissuxx Map 16 UV-Stroller 0:08.94 demo UV-Tanks this map Map 03 - here be avjs by Ravendesk - Doom 2 Map 01 NM-Speed 0:05.23 demo is also a NM-Speed demo for this map Map 04 - this still suxx by Ravendesk - thissuxx Map 06 UV-MAX in 0:10.66 also UV-MAXes this map Map 05 - stop fucking making obstacle courses and call it a map by besus Map 06 - 4shots and a blast by besus - Doom 2 Map 01 UV-MAX in 0:37.43 makes a UV-MAX movie for maps 05 and 06 Download: https://www.doomworld.com/idgames/levels/doom2/0-9/4bwad The zip includes the original demos and also demos with map slot edited to be played back with the 4bwad.wad. But here is a video with everything viddumped (including side-by-side) for everyone's convenience: Credits: Spoiler Textures from 32in24-15_tex_v2 Music list: 01 - D_RUNNIN 02 - polyrhythm_experiment.mid by robert inventor 03 - Watch Your Step from OSRS 04 - chiggity_update.mid by ribbiks 05 - stfcasodw.mid - "speed" midi by besus 06 - sic_em_boy.mid by ribbiks 07 - 18_MusicBox.mid by ribbiks title - Witching from OSRS intermission - motorcycle theme from Crash Bandicoot 3 intertext - The Fat Lady Sings from OSRS Lots of love! Edited May 13 by Ravendesk 39 Quote Share this post Link to post
kvothesixstring Posted May 5 This is really cool, Happy Birthday Shock! And great work everyone involved! 5 Quote Share this post Link to post
Meowgi Posted May 6 Incredible concept, and excellent execution! I really appreciate the video to accompany the wad as well. Happy birthday 4shock! 4 Quote Share this post Link to post
Aurelius Posted May 6 This such an incredibly cool concept, I don't think I've ever seen anyone make maps around demos like this. A fresh and unique mapping restriction, community project worthy even, I'd say. Also, happy birthday to 4shock, and congrats on your recent achievements! 4 Quote Share this post Link to post
plums Posted May 6 One of the coolest mapping concepts I've seen, great job! And happy birthday 4shock! now someone make a map that completes when playing back a d2all movie 4 Quote Share this post Link to post
Ravendesk Posted May 6 (edited) 2 hours ago, Aurelius said: This such an incredibly cool concept, I don't think I've ever seen anyone make maps around demos like this. A fresh and unique mapping restriction, community project worthy even, I'd say. Also, happy birthday to 4shock, and congrats on your recent achievements! I was definitely done before, I know of at least one example (had to search a bit because I didn't remember whose demo it was for): Also unsure about community project, this might be too much lol. As the demo gets longer, it becomes exponentially harder to make the new map gameplay look coherent due to the monsters rng. Making it work can be really frustrating at times xd However, I can share a few things we learned when working on this that can be useful if someone also attempts similar concept: 1. All animated things (unsure about non-animated) call rng at the map start to determine initial offset of their animation. So placing such things desyncs the demo. However, you can place 256 to wrap rng around to the same position. For that reason it's useful to have 256 dummy things on a map and adding/removing those when you need to remove/add real things. E.g. map 03 was using decorative torches and health/armor bonuses for that. Besus was also using custom source port modification that outputs current rng table index for that. 2. Adding multiplayer-only things doesn't affect single player rng, so those can be safely added in any quantity without desyncing the demo. That allows you to add extended gameplay to coop. 3. In simple maps modifying geometry desyncs the demo surprisingly rarely as long as you don't touch parts that monsters walk on/around. Most of the time everything stays in sync despite what I think is commonly believed (mappers usually rely on the notion "you touch nodes -> everything desyncs", which is probably true for more complicated maps). So it's much easier to sync things with monster behaviour first and then adjust the geometry to make player move where you want to (esp with platforming). 4. By adding jumps you can change player's trajectory compared to original demo by "consuming" movement inputs while doomguy is midair. 5. It is much harder to keep things coherent with freely roaming monsters. In some cases you just might have to bruteforce things until the desired monster behaviour, by moving them around or placing new things to offset rng. For that reasons map 04 demo probably looks the sloppiest, and it's only 10 monsters! Splitting the layout in such a way that next group of monsters only wakes up after you are done with the first group can help a lot though. 6. Barrel explosion timing depends on rng as well. Edited May 6 by Ravendesk 10 Quote Share this post Link to post
4shockblast Posted May 6 Super cool concept, thanks for this. :) The ways the demos complete the maps are super cool and way more intricate than I would have expected out of a project like this, I can definitely imagine it would have been tricky to get it all working. Not sure about a community project either, but I'd like to try making a map like this someday for sure. Also nice choices for the OSRS midis. 7 Quote Share this post Link to post
Ravendesk Posted May 9 Small update for RC2: map 06 received a tiny fix (demos still sync ofc) and we also added DEMO lumps with the runs of the first 3 maps. New download link is in the OP. This version goes straight to idgames now, I will update when it lands there :) 7 Quote Share this post Link to post
Ravendesk Posted May 13 Now it's final and on idgames. Link in the OP updated. Enjoy! 3 Quote Share this post Link to post
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