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Possibly the World's Most Difficult WAD!


DooMBoy

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I've done a few maps on that or similar theme orion. Some of them will be released in bigd's compilation "the unreleasables". None has as many monsters as nuts though, do you realize how much time it will take for 10k monsters to teleport in? With 1 monster/second that is like 3 hours or something.

Also my upcoming wad eaeuro02 features about 2000 monsters on UV, but in a slightly bigger and better looking environment (3-4k sectors).

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Maybe you should change your page size from 10 to 30, like everyone else. To me, this thread is only a page long.

I'm using 50 and I'm about to change it to something bigger...

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I'm using 50 and I'm about to change it to something bigger...

I've always used 60... 50's such a strange number.

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Wasn't 50 the old limit?

The "old limit" was that there wasn't a limit, it was set at 30. Naturally you'd double that if you want an increase.

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If you think those levels are hard, you should try some stupid levels I made when I was first fooling around with DOOM level editors; a big, single-sector, square room with loads of monsters and items. No exit. Utter crap. I called it 'Dogmeat'.... (Crap. Just like my posts and topics.)

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I just made a map with 11,000 + imps. It's playable using the original .exe (can't save though) on a P200! Took me 45 minutes :P

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well I'm hoping zdoom can handle 15,000 monsters. I wish I had the time to make this map, I'm busy all this week, all next week, and by the week after that something will prolly pop up.

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ZDoom doesn't do as well as Boom and Doom2.exe when it comes to a lot of monsters like that. It doesn't seem to make good use of an optimized reject table (which combined with special arrangement of sectors, is key to getting a playable framerate). If you put 15,000 enemies in a map it's going to run slooooooow no matter what you do (or what hardware you run it on). A reject table and the right kind of design can make the difference between 1-3fps and 15-20fps though.

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hmm I'll see how it turns out, I haven't even started it yet and probably won't for a long time. But by then my fuel for making this map will probably be gone. That's how it alweys is.

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maybe you could make it so that ~500 enemies teleported into one room, and after defeating them you could teleport to another room just like it. Do enemies that aren't in view still lag the map?

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Yes, any enemy in any place will make it go slower. But it depends on several things. Rendering the sprites will not take as much time if you teleport between the battles. But the time for monsters "thinking" will be the same as if they were in the same room. Almost.

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Do enemies that aren't in view still lag the map?


Yep. Cutting them off from view like you said and using rmb or zennode to build a reject table can reduce that slowdown considerably though. Without one (reject table) the engine has to constantly perform line of sight calculations (which can be quite complex) from the position of each monster to determine if the player is in view or not.

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