Walter confetti Posted May 20 Guess what's back Back Again Build a map for PSX Doom, 6 hours limit (excluding play testing) Mapping time can be non consecutive Use psydoom for testing purpose: Use this Doom Builder fork for making your maps: https://github.com/Erick194/DoomBuilderPSX If you can't run Psydoom on your computer, you can use Doom CE as a substitute: https://www.moddb.com/mods/doom-ce Deadline: https://www.timeanddate.com/countdown/generic?iso=20240603T00&p0=2500&msg=Fastest+Shovels+13&font=cursive 14 Quote Share this post Link to post
taufan99 Posted May 20 Oooh let's see if I can get back to Fastest Shovels this time! But where's #11 and #12? 1 Quote Share this post Link to post
Walter confetti Posted May 20 I'll upload them when possibile. FS11 is complete and 12 needs to be compiled all togheter, but the sessions are both ready for idgames. 0 Quote Share this post Link to post
taufan99 Posted May 20 19 minutes ago, Walter confetti said: I'll upload them when possibile. FS11 is complete and 12 needs to be compiled all togheter, but the sessions are both ready for idgames. Ah, I see. It's been a long while since I last checked the FS Discord server (and I don't access Discord as often as I used to). 1 Quote Share this post Link to post
taufan99 Posted May 20 2 hours ago, Async Unicorn said: There are no slots, right? I believe so. 1 Quote Share this post Link to post
No-Man Baugh Posted May 21 How do I setup a resource wad for DBPSX? I threw both my bin/cue of the original PSX Doom and Doom CE at it and neither of them worked 0 Quote Share this post Link to post
DankMetal Posted May 21 Finally a PSX doom community project i can join! I played fastest shovels 8 recently and i had a ton of fun playing it. 16 minutes ago, No-Man Baugh said: How do I setup a resource wad for DBPSX? I threw both my bin/cue of the original PSX Doom and Doom CE at it and neither of them worked Iirc, you have to use the PSXDOOM.pk3 found in the Psx Doom TC as a resource. It could be helpful if @Walter confetti added a link to some PSX Doom mapping tutorials for those who are new to this. 1 Quote Share this post Link to post
taufan99 Posted May 21 (edited) 52 minutes ago, No-Man Baugh said: How do I setup a resource wad for DBPSX? I threw both my bin/cue of the original PSX Doom and Doom CE at it and neither of them worked You need to use these PK3 files (each contains the textures from the OG PSX port and PSX Final Doom respectively) from the Master Edition resources files available on the thread itself. To be able to test with PsyDoom on-the-fly, you need to build the latest commits from Github manually, as the latest release is the now-outdated v2. I can PM you the build if you want. (Hopefully @Erick194 hears us about this.) As for mapping guide, you may want to check the modding guide from PsyDoom's Github page and this folder consisting of supplementary files necessary to make running your maps much easier. Edited May 21 by taufan99 3 Quote Share this post Link to post
No-Man Baugh Posted May 21 @DankMetal Thank you! plus up with what taufan offered I def agree that the OP should have more comprehensive info on PSX Doom modding@taufan99 I'd definitely appreciate the DM build. While I'm very used to Cmake on mac, I basically know nothing about compiling code for PC and just took release builds for granted. I admit that I should get more familiar with building from source on windows 0 Quote Share this post Link to post
oneselfSelf Posted May 21 (edited) Done, with 2 hours and 34 minutes to spare. I've never done PSX mapping so I didn't know exactly what I was fully doing but it was pretty fun nonetheless. (I couldn't take good screenshots for this, sorry.) phobosreception.zip Edited May 21 by oneselfSelf added screenshots 3 Quote Share this post Link to post
JustAthel Posted May 26 Are ports / recreations of maps we've made before allowed, or should they be completely original? This seems somewhat interesting for me to try out! 0 Quote Share this post Link to post
Walter confetti Posted May 26 Ports and recreations made before are ok 2 Quote Share this post Link to post
Impboy4 Posted May 27 Of course, they still have to be built from scratch though because of the rules. 0 Quote Share this post Link to post
Walter confetti Posted May 31 Here's a map! no entry.zip Title: No Entry at Sony Build time: 1 hour and 2 minutes Description: Another Entryway remake 2 Quote Share this post Link to post
taufan99 Posted June 1 I hope you don't mind me asking for this, but could we have a little bit of time extension? I've been so busy these two weeks and would like to get my submission, even if only one, finished in time. 0 Quote Share this post Link to post
taufan99 Posted June 1 3 minutes ago, Walter confetti said: Uhm... How much time you want? 4 days would be good for me. 1 Quote Share this post Link to post
Impboy4 Posted June 5 Any update on this? It's been past taufan99's requested time extension. 0 Quote Share this post Link to post
Walter confetti Posted June 5 Going to upload the compiled maps i have soon... 0 Quote Share this post Link to post
Walter confetti Posted June 5 (edited) Here's the final package, unzip it and follow the instructions in the text file: Check the post below for a fixed version! 4 maps, both from discord and this thread, arranged by release date. Map list: Slipgate - @DukeOfDoom Phobos Reception @oneselfSelf No Entry at Sony - Walter Decrepit Alley @taufan99 Edited June 12 by Walter confetti 4 Quote Share this post Link to post
taufan99 Posted June 6 (edited) 2 hours ago, Walter confetti said: Here's the final package, unzip it and follow the instructions in the text file: DOWNLOAD 4 maps, both from discord and this thread, arranged by release date. Map list: Slipgate - @DukeOfDoom Phobos Reception @oneselfSelf No Entry at Sony - Walter Decrepit Hallway @taufan99 Some things need to be fixed. The custom episode has the name "Fastest Shovel 8" instead of 13. MAP04 crashes due to unknown flat lump, despite no such error existing when I tested it extensively. I'm not sure what might be causing it, but I might take a look at it later. Also, its name is "Decrepit Alley", not "Hallway". Edited June 6 by taufan99 1 Quote Share this post Link to post
DankMetal Posted June 6 Fuck i forgot about this I hope there's another psx doom themed fastest shovels, but anyway- i'm gonna play this whenever i can! 2 Quote Share this post Link to post
JustAthel Posted June 6 I'm sorry, I got really caught up with personal obligations and couldn't finish my map. Glad there was something to come out of it though! 2 Quote Share this post Link to post
Walter confetti Posted June 12 Fixed MAP04 monsters and MAPINFO: shovel-13.zip 1 Quote Share this post Link to post
taufan99 Posted June 12 52 minutes ago, Walter confetti said: Fixed MAP04 monsters and MAPINFO: I think we need another session of Fastest Shovels for PsyDoom, now that we got at least 3 other mappers (two here, another on the Discord server) interested but unable to join in... 2 Quote Share this post Link to post
Impboy4 Posted June 15 On 6/12/2024 at 8:46 AM, taufan99 said: I think we need another session of Fastest Shovels for PsyDoom, now that we got at least 3 other mappers (two here, another on the Discord server) interested but unable to join in... Or maybe just an actual CP dedicated to PsyDoom would be better. We did it before for Doom 64 (CChest64 and Ethereal Breakdown) so it shouldn't be too hard. 2 Quote Share this post Link to post
DankMetal Posted June 15 41 minutes ago, Impboy4 said: Or maybe just an actual CP dedicated to PsyDoom would be better. We did it before for Doom 64 (CChest64 and Ethereal Breakdown) so it shouldn't be too hard. Hell yeah, i'm in for this (if it ever gets made) 0 Quote Share this post Link to post
Walter confetti Posted June 15 Actually, i was thinking about a PSX Community project more than a speedmap excersize too... 1 Quote Share this post Link to post
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