Jump to content

1024x1024 Competition


Recommended Posts

I see no problem why whe should't not be allowed to make multiple maps for this project.
Maybe ill make an third map for this project aswell, my second one is 75% done allready.

If they can use the maps for the megawad that would be sweet, if not ill release them in an mapset myself.
I like to make these small maps.

@Sausage check first post for sending your maps.

[edit]Map 2 is done it came out pretty good I worked all evening on this one.
Needs some more testing on UV I haven't spend a whole lot of time on that.
Download link:
http://rapidshare.de/files/16984903/Ritual.zip.html

Share this post


Link to post
  • Replies 235
  • Created
  • Last Reply

Top Posters In This Topic

Fredrik said:

September, sounds good.

Now, it'd be interesting to see what'd happen if we had a mapping contest with a Ferrari or something like that for the prize.

That'd be awesome. The cheapest Ferrari to give away would be a late 70's 308 GTB valued anywhere between $20000 - $35000 US. So get Crackin Lutrov.

I'll be submitting an entry for this contest! I had loads of fun mapping for the last one. At least this time I won't be pestering Lutrov and other team members with feedback and progress reports.

Share this post


Link to post
Jon said:

That's MBF iirc, not BOOM.


Yeah, but basically every Boom compatible port supports it, and it's only cosmetic anyway.

Share this post


Link to post

RF` Your map is good fun and high in detail.



I have done my second map and it is based on Sausage's villa map01
http:\\Techniacldarkness.1.vg/sausagevilla.wad

Have fun if you play sausage's villa - this is fairly old, so the detail isnt as good as i possibly can do...

- sausage -

Share this post


Link to post

Ya would've been better if it wasn't possible to cross the exit linedef without lowering the rev box. NM Pacifist in 0:04 anyone? :P

Share this post


Link to post

-There can be areas outside of the 1024x1024 block but players can't reach them.

Can Vodoo dolls be outside the 1024 block? Or does that count as a brake of the quoted rule? Vodoo dolls are actually player starts.. so I'm confused. The player never reaches the dolls's (the real player) conveyor belts though.

Share this post


Link to post

I've started a map but it's nothing too special, just sticking to default textures and simple gameplay.

Share this post


Link to post

Just a quick Boom question: Does the Boom port fix it so you can move under objects that are above you like ZDoom does? I never use Boom so I don't know and I thought it would be something a Boom user would be able to tell me without having to check.

The reason I ask here is that my 1024 level has a couple of hanging legs. It doesn't completely block a passage but I found it annoying when testing in Doom95.

Share this post


Link to post

purist said:
Just a quick Boom question: Does the Boom port fix it so you can move under objects that are above you like ZDoom does? I never use Boom so I don't know and I thought it would be something a Boom user would be able to tell me without having to check.

No Boom doesn't do that at all, it behaves normally. There are two Hanging leg things anyway, I'd suggest using the non-obstructive one when the legs are over the Players' height, and the obstructive one when they are placed in a lower location. Anyone making a map that's not specifically for an engine that uses height clipping on things should always use these duplicated things properly.

Share this post


Link to post

And more generally, if you are making a map that is intended to work with any Boom-compatible exe, then you shouldn't test it only in Zdoom. There are almost guaranteed to be problems that you won't notice in that case.

On the rules for 1024x1024, I presume that a map wouldn't be disqualified because someone found a way to leave the 1024x1024 area by (deliberately or accidentally) exploiting an engine bug? (glide, linedef skipping, trick jump, etc.)

Share this post


Link to post
myk said:

There are two Hanging leg things anyway, I'd suggest using the non-obstructive one when the legs are over the Players' height

OK, I'll use those. Both the hanging objects I've tried so far block the player in Vanilla but I'm not fussy which one I use.

Grazza said:

And more generally, if you are making a map that is intended to work with any Boom-compatible exe, then you shouldn't test it only in Zdoom.

I learnt that lesson the hard way with my last release!

Share this post


Link to post

purist said:
Both the hanging objects I've tried so far block the player in Vanilla but I'm not fussy which one I use.

I'm talking about duplicated things that use exactly the same sprites (the game has them for situations like the one you mention.) Not all of the hanging things have these duplicate entries, but the ones from DOOM, including the legs, do. For the amputated leg you have things 106 (obstacle) and 110 (non-obstacle), for example.

Share this post


Link to post

Fix your monster teleporter. The way the teleport line is placed it will never let out all of it's monsters.

I don't know exactly how long the ammo supply lasts but if you spend too much time watching infights you might have to tyson the cyber in the end so I guess ammo can be a problem.

The left switch on the north wall is misaligned.

Share this post


Link to post

Wow nice work Nmn your map name sounds cool too :)

Im halfway through my third map its going to be more detailed than my other two maps.
Im thinking about an fourth map aswell something with an Vrack/Heddrox look to it lots of gray and silver.

Share this post


Link to post

Sweet map NMN. However, the secret are is tagged to that door that you open, but you can't get under said door. It would be better if you tagged the soulsphere area as secret so that is will show up as found in the end tallies.

Share this post


Link to post

Thanks for the comments guys :)

@Dr Zin-I've updated the link to my map with the error fixed. I see now what you meant. It's just I didn't really have any proper beta testing before the release. Thanks for the tip.

2 more maps on their way ;)

Share this post


Link to post

This map to author ratio is getting a bit out of hand. If we're going to have people each making 500 (rough estimate) maps, then I would suggest that authors pick the map they think is best to be judged when the competition ends. This isn't an official statement as I don't make or enforce the rules, it's just an idea I'm throwing out there in hopes that Lutrov will actually see it, considering he hasn't been on IRC pretty much since he started this competition.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...