Marcaek Posted May 6, 2017 (edited) Here it is! GG no re After a week of clumsy editing, Mayhem returns with a twist. This year's theme depends on resources taken from the venerable Super Mario series! Since this is a bit unusual to work with, I'm going to replace replace the originally considered limitation of 17 per type of monster(17 is a funny number to work with re gimmicks) with some very basic restrictions for sanity's sake: Each map must have no more than 256 things and exist within a boundary of 5120x3840. These are really just to keep maps from being too large and\or sloggy. All maps must be in Boom format (PRBoom complevel 9) Edited February 23, 2018 by Marcaek 27 Quote Share this post Link to post
Marcaek Posted May 6, 2017 Forgot to add: yes the animations aren't working yet either but that'll be done with the decorations. 0 Quote Share this post Link to post
SleepyVelvet Posted May 6, 2017 7 minutes ago, Marcaek said: Super Mario series! Oh god yes! 0 Quote Share this post Link to post
bonnie Posted May 6, 2017 how does one participate in this special project i am naive and foolish and as such know very little about this project or the ones in the past aw jeez 0 Quote Share this post Link to post
Walter confetti Posted May 6, 2017 Super mario bros textures, eh? Fully approved! 0 Quote Share this post Link to post
Ribbiks Posted May 6, 2017 23 minutes ago, Marcaek said: Each map must have no more than 256 things monsters, weapons/ammo/health, decoration, player starts, teleport destinations?? can you be more specific 0 Quote Share this post Link to post
Breezeep Posted May 6, 2017 Glad to see this is finally starting up! Time to begin work on my map! 0 Quote Share this post Link to post
Marcaek Posted May 7, 2017 2 hours ago, Ribbiks said: monsters, weapons/ammo/health, decoration, player starts, teleport destinations?? can you be more specific All things except for player starts. If this is a bit too limiting I can reconsider it but originally it was 256 monsters and that was a bit of a pointless restriction considering most average maps have that much anyway. 0 Quote Share this post Link to post
Argent Agent Posted May 7, 2017 Sign me up. Glad there's that extra week - this upcoming week is already going to be pretty busy, but I plan on working on a layout (as well as other things) after this upcoming week. 0 Quote Share this post Link to post
dobu gabu maru Posted May 7, 2017 One Captain Toad Doomguy level coming right up. 0 Quote Share this post Link to post
an_mutt Posted May 7, 2017 (edited) Nice of Marcaek to invite us over for a Mayhem project, eh Doomworld? Edit: Are you sure you mean 3840x3840 and not 4352x4352? The latter is 17 blocks of 256 map units, where-as the former is 15 blocks. Or are you specifically choosing 3840 because of a smaller map size? Edited May 7, 2017 by an_mutt 0 Quote Share this post Link to post
Walter confetti Posted May 7, 2017 Talking about the 3840x3840 map boundaries... is the playable area boundary (like in mayhem 2048) or is all the map boundary? 0 Quote Share this post Link to post
Marcaek Posted May 7, 2017 Playable area Walter. Measurements are entirely arbitrary to keep mapsize down. 2 Quote Share this post Link to post
Marcaek Posted May 8, 2017 Animation updates coming soon, didn't have the time to do decorations tonight but I figured I'd mention a lot of the resources came straight from https://www.doomworld.com/idgames/deathmatch/skulltag/mdm If anyone needs any inspiration you might find it in here, just load it up in Zandronum and poke around the MDM## maps. 0 Quote Share this post Link to post
Demonologist Posted May 8, 2017 On 5/7/2017 at 5:15 AM, Marcaek said: All things except for player starts. If this is a bit too limiting I can reconsider it but originally it was 256 monsters and that was a bit of a pointless restriction considering most average maps have that much anyway. Truth be told I don't think that the current restriction is really needed, as I'm having a hard time imagining a map that'd be too sloggy within those boundaries and with monster count of 256. In case you disagree - 128 monsters still seems reasonable. 0 Quote Share this post Link to post
Pinchy Posted May 9, 2017 (edited) Marina Moonlight Midi: mint_rock_glow.mid from jmickle66666666s midi pack two Notes: Complete Difficulty levels, multiplayer monsters and automap clean. 256 things combining everything from all difficulty levels. Media: Edited May 9, 2017 by Pinchy Version 2 resources done 11 Quote Share this post Link to post
Killer5 Posted May 9, 2017 need to create a bowser cyb sprite :P 5 Quote Share this post Link to post
Marcaek Posted May 9, 2017 https://www.dropbox.com/s/xybftagmxlcrhbv/mayhem17res_a2hf2.wad?dl=1 New resource, animations are in. Sprite decorations not yet. Still needs some key markers and more intuitive switches. The palette is probably going to stay as is or close to the current state but I intended to use HIRES for the final version so that advanced ports can use truecolor textures. It's not 100% ideal but I can't guarantee timely palette editing and to be frank I don't want to lose my mind over it, would rather focus on other areas. 1 Quote Share this post Link to post
Pinchy Posted May 9, 2017 V0.96 Small update also with pacifist demo. 0 Quote Share this post Link to post
Marcaek Posted May 9, 2017 (edited) After a bit of consideration, I've decided that the size limitation is a bit excessive. I'm extending it to 5120x3840 and keeping the thing limit intact. If anyone has opinions about this please share, if your maps fall within the old limit please keep working within that as having small maps are encouraged(you don't need to use the full alloted space to make a good map!) Edited May 9, 2017 by Marcaek 0 Quote Share this post Link to post
NuMetalManiak Posted May 11, 2017 Here, have a shitty speedmap: http://www.mediafire.com/file/gtcd1b7c8is836e/painfullyelitelyrustled.wad Title: Painfully and Elitely Rustled MIDI: Dungeon from Final Fantasy Legend III Notes: Uses old limits 3840x3840, very marginal difficulty settings implemented and only 167 things. Made to be a hard and annoying setpiece hub that I did in literally a day. Only SG/RL/PG combat too. Do what you want with it. BTW is there a gray version of these wall textures? preferably the ones I used for the steps and ceiling. The green really clashes with the rest of the map and I was looking for some gray textures here. 0 Quote Share this post Link to post
Marcaek Posted May 11, 2017 You can make edits to existing textures if you want. 0 Quote Share this post Link to post
Alfonzo Posted May 14, 2017 WIP. Aiming for the old cliche of having every Nintendo game begin in leafy greens. Nothing too demanding on the level design front, but it should make for a more comfortable lead-in than, say, Xsshsss Zsss :^) 16 Quote Share this post Link to post
Fletcher` Posted May 14, 2017 (edited) Download: https://www.dropbox.com/s/onndzhpufnfd4px/marfio.wad?dl=0 It crashes Prboom with I_SignalHandler: Exiting on signal: signal 11 error. Edited May 14, 2017 by rf` 8 Quote Share this post Link to post
Marcaek Posted May 15, 2017 https://www.dropbox.com/s/de0i1sqv4elu77s/mayhem17res_a4hf1.wad?dl=1 Some new stuff: 3MIDCLD is a cloudy midtexture, SKYZAP is an animated thunderstorm sky, a few doors, and a bunch of fences and such. HP\Armor bonuses have tenatively been replaced with color-coded coins. The Pool of brains is now a Donut Lift sprite, which may or may not work out we'll see what happens. 1 Quote Share this post Link to post
Fletcher` Posted May 15, 2017 (edited) On 5/14/2017 at 9:20 PM, Marcaek said: https://www.dropbox.com/s/de0i1sqv4elu77s/mayhem17res_a4hf1.wad?dl=1 Some new stuff: 3MIDCLD is a cloudy midtexture, SKYZAP is an animated thunderstorm sky, a few doors, and a bunch of fences and such. HP\Armor bonuses have tenatively been replaced with color-coded coins. The Pool of brains is now a Donut Lift sprite, which may or may not work out we'll see what happens. Be careful using textures that aren't a power of 2. I figured out why my map was crashing and it was using 3MIDCLD which was 512x232. (actually upon further testing, the reason prboom was crashing was because it was a PNG) I'm gonna go ahead and throw this here. It adds some new sprite replacements.https://www.dropbox.com/s/lzjjybsk34vl16e/mayhemspritesadd.wad?dl=0 Also throwing a sheet up for textures, sprites, etc. Also, reuploaded my map as mostly done. No ideas for music or a name yet. Edited May 17, 2017 by rf` I've been busy. 0 Quote Share this post Link to post
Dragonfly Posted May 19, 2017 (edited) Count me in! Mapping with this texture pack will help influence simplistic geometry and promote good gameplay / layouts as a focus. :) You said we can make recolours - if we do indeed do this, should we adhere to a specific naming convention? If I was to make use of custom textures I'd prefer to have them named correctly to save having to replace them at a later date. :) EDIT: Not only do I feel a few recolours would be helpful, I feel rescaling some textures would help greatly, so we can have smaller-scale (or larger scale) versions of various textures. 1XSTONE1 I wish had a 16x16 block version, for example. EDIT 2: Quick progress! :) EDIT 3: What about player starts, do they count in the limitation? Edited May 19, 2017 by Dragonfly 5 Quote Share this post Link to post
Marcaek Posted May 19, 2017 (edited) All edits are welcome, I'd prefer them to be prefixed with 2 or 3 characters to separate them (like DF_XXXXX) or to use the existing prefixes in the OP. Player starts are exempt from the limit. New resource update coming soon. Now! Edited May 19, 2017 by Marcaek 4 Quote Share this post Link to post
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