Chewyninja69 Posted April 20, 2016 As the subject states, I'm curious as to what the largest map ever built in Doom is. I guess I should add as a small caveat, one that can be completed in a person's lifetime, ha. 0 Quote Share this post Link to post
vadrig4r Posted April 20, 2016 Chewyninja69 said:I guess I should add as a small caveat, one that can be completed in a person's lifetime, ha. Well, shit. 0 Quote Share this post Link to post
baja blast rd. Posted April 20, 2016 Planisphere 2 is huge. Your other caveat should be "is an actual map meant to be played and isn't just an enormous sector or something stupid". 0 Quote Share this post Link to post
Azuruish Posted April 20, 2016 Longest... huh... Largest is Okuplok's Slaughter Map. And probably hardest because after playing Chillax Map20 and Map21 (which is the most hardcore stuff) I still put that map in my hell list on first place. 0 Quote Share this post Link to post
Chewyninja69 Posted April 20, 2016 rdwpa said:Planisphere 2 is huge. Your other caveat should be "is an actual map meant to be played and isn't just an enormous sector or something stupid". Yeah, you're right. 0 Quote Share this post Link to post
joe-ilya Posted April 20, 2016 Doom2 MAP10 for UV-max MAP17 for UV-speed 0 Quote Share this post Link to post
Master O Posted April 20, 2016 Chewyninja69 said:As the subject states, I'm curious as to what the largest map ever built in Doom is. I guess I should add as a small caveat, one that can be completed in a person's lifetime, ha. The Eternal Doom maps are freakin' enormous. If they're not the largest, they gotta be up there on the list. 0 Quote Share this post Link to post
AD_79 Posted April 20, 2016 joe-ilya said:Doom2 MAP10 for UV-max MAP17 for UV-speed We're talking about large maps here, bud. The average Vela Pax map is pretty frickin' huge. Not sure how Mechadon manages to find the patience for that sort of mapping, heh. 0 Quote Share this post Link to post
Ribbiks Posted April 20, 2016 well, holy hell and okumap clock in at 3-4 hour max times, I think. There's also memorial.wad.. Any monstrous maps out there that capitalize on (the presumably expanded limits) zdoomy formats? 0 Quote Share this post Link to post
Maes Posted April 20, 2016 Well, it's technically possible to make wraparound maps, which thus appear "infinite" in extension. If you do this in both axes and use a blockmap-limit removing port, then you'll have a truly infinite (if repeating) playing field. If you litter them with Pain Elementals, Archviles and a few cube spawners, it will be literally impossible to keep any area of it clear for long. 0 Quote Share this post Link to post
baja blast rd. Posted April 20, 2016 Maes said:Well, it's technically possible to make wraparound maps, which thus appear "infinite" in extension. If you do this in both axes and use a blockmap-limit removing port, then you'll have a truly infinite (if repeating) playing field. If you litter them with Pain Elementals, Archviles and a few cube spawners, it will be literally impossible to keep any area of it clear for long. Preempting this sort of 'technicality' map is exactly what I had in mind with the added caveat. :D 0 Quote Share this post Link to post
Maes Posted April 20, 2016 rdwpa said:Preempting this sort of 'technicality' map is exactly what I had in mind with the added caveat. :D Well, even such a map can have a pretty normal exit and a clear path to it. However, as it will wrap around, it will literally have no boundaries, and with the monster spawning mechanism I mentioned, it could quickly become unmanageable. But at least it'd still be "normal" gameplay. That's different IMO than e.g. forcing the player through endless delays, making navigation impossible by littering the map with teleporters to random locations or squeezing in a cramped maze filled with pinkies with only a chainsaw to slowly advance etc. 0 Quote Share this post Link to post
VGamingJunkie Posted April 21, 2016 If you're okay with requiring ZDoom, you can just use hubs. While not technically a single map, it would allow you to create vastly larger landscapes than you would otherwise and it would help keep the performance steady because Doom wouldn't have to have it all running at once. It's too bad none of the Doom source ports from what I can tell have a draw distance for sectors, it makes the big maps like Planisphere prone to lag. 0 Quote Share this post Link to post
Lila Feuer Posted April 21, 2016 I believe there was a map hosted (probably not exclusive) on the Doom Wad Station that started off looking like a replica of E1M1's starting area, only to fool you, because the level is for Doom II and is suppose to be really large in size. I don't remember what it was called though. 0 Quote Share this post Link to post
AkiraZXE Posted April 21, 2016 rdwpa said:Preempting this sort of 'technicality' map is exactly what I had in mind with the added caveat. :D Sometime around 2004-2005, there were some conceptual deathmatch maps utilizing wraparound that made the rounds on ZDaemon. The wad was called "Get Lost!" or something along those lines. They were sparsely detailed, usually with craters, holes, and bits of light cover. Mostly, you were intended to spam rockets while trying to find someone. Still a technicality, but they were closer to "intended to be played" than not. 0 Quote Share this post Link to post
Zulk RS Posted April 22, 2016 Zdoom Community Map Project Take-II is pretty huge. It feels like multiple maps jammed into one. 0 Quote Share this post Link to post
General Rainbow Bacon Posted April 22, 2016 @Cyanosis: This is the one you're thinking of I believe. https://www.doomworld.com/idgames/levels/doom2/s-u/thepath 0 Quote Share this post Link to post
Lila Feuer Posted April 22, 2016 General Rainbow Bacon said:@Cyanosis: This is the one you're thinking of I believe. https://www.doomworld.com/idgames/levels/doom2/s-u/thepath That sounds like the one via its description, thanks man! Here's one of the original links: http://gzdoom.doomwadstation.net/files/thepath.html 0 Quote Share this post Link to post
Angry Saint Posted April 22, 2016 What about the largest Vanilla map? 0 Quote Share this post Link to post
Linguica Posted April 22, 2016 Angry Saint said:What about the largest Vanilla map? Not sure if it's THE largest, but http://doomwiki.org/wiki/MAP20:_Misri_Halek_%28Alien_Vendetta%29 must be up there. 0 Quote Share this post Link to post
HavoX Posted April 22, 2016 Angry Saint said:What about the largest Vanilla map? I think Master O answered that question already... ;) 0 Quote Share this post Link to post
VGamingJunkie Posted April 22, 2016 I wonder if it would be possible to make maps that exceed the normal grid limit. Obviously, not Vanilla compatible but for UMDF or something. 0 Quote Share this post Link to post
Koko Ricky Posted April 22, 2016 Someone on here, some time ago, posted some ridiculous recreation of Manhattan or something, it was many square miles in size. It didn't look very fun because it was too big and I don't think there was much in the way of non-stock textures or even enemies and shit. 0 Quote Share this post Link to post
Lila Feuer Posted April 22, 2016 Linguica said:Not sure if it's THE largest, but http://doomwiki.org/wiki/MAP20:_Misri_Halek_%28Alien_Vendetta%29 must be up there. That map truly was elaborate and detailed for vanilla. 0 Quote Share this post Link to post
vtm Posted April 22, 2016 GoatLord said:Someone on here, some time ago, posted some ridiculous recreation of Manhattan or something, it was many square miles in size. It didn't look very fun because it was too big and I don't think there was much in the way of non-stock textures or even enemies and shit. Is Planisphere 2 by perro seco https://www.doomworld.com/vb/wads-mods/61701-planisphere-2/ 0 Quote Share this post Link to post
Voros Posted April 22, 2016 This guy's map is not the largest in the world, but it is pretty large https://www.doomworld.com/vb/post/1434322 Took me more than an hour to finish. Spoiler MAP01 of HacX is pretty large for a starting level 0 Quote Share this post Link to post
Angry Saint Posted April 22, 2016 Linguica said:Not sure if it's THE largest, but http://doomwiki.org/wiki/MAP20:_Misri_Halek_%28Alien_Vendetta%29 must be up there. Oh yes, now I remember it. Very big and detailed. It seemed to me it was never going to finish. 0 Quote Share this post Link to post
scifista42 Posted April 22, 2016 MetroidJunkie said:I wonder if it would be possible to make maps that exceed the normal grid limit. Obviously, not Vanilla compatible but for UMDF or something. The UDMF standard doesn't define any size limits, so that you can indeed make maps of unlimited size in UDMF (possibly editing them as plain text, since the format is fully text based), but our currently existing sourceports might not be able to load such maps then, because AFAIK, they do have size limits for variables like coordinates. 0 Quote Share this post Link to post
Graf Zahl Posted April 22, 2016 It's less the ports but the computers they run on that have limits. With a 64 bit executable and 8 GB of RAM you'll already get quite a bit of mileage. 0 Quote Share this post Link to post
VGamingJunkie Posted April 22, 2016 It'd be interesting if there was a source port with unlimited map size but, to compensate, there's a draw distance that cuts off a certain distance away to keep things going smoothly. 0 Quote Share this post Link to post
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