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[RELEASED!!] Confinement 256 CP


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Too... Many... Tags...

 

ca8614a9d3fc101987d24063f4489543.png

 

Which, by the way, looks like the below if I select more than one sector... (I understand why, but I can't work around it now haha)

 

6ef9bcebdb4a6e8a2bcedf718ada07ee.png

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17 minutes ago, Dragonfly said:

Too... Many... Tags...

 

ca8614a9d3fc101987d24063f4489543.png

 

Which, by the way, looks like the below if I select more than one sector... (I understand why, but I can't work around it now haha)

 

6ef9bcebdb4a6e8a2bcedf718ada07ee.png

That's the line tags, right? too many tags? nah... :D

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1 hour ago, Dragonfly said:

Too... Many... Tags...

 

ca8614a9d3fc101987d24063f4489543.png

 

Which, by the way, looks like the below if I select more than one sector... (I understand why, but I can't work around it now haha)

 

6ef9bcebdb4a6e8a2bcedf718ada07ee.png

I had the first problem, but not as serious. The real problem I had was where there were so many tags in one sector that the numbers went off the user interface so I had to clear it and write them all in one go. Luckily I had spent some time creating a syntax for them so they were only incremented by one each time, unique numbers must be hell to juggle in the head.

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1 minute ago, bzzrak said:

^ My JUPCARN3.WAD has 143. And it's a vanilla map. :]

:D. Still you have to remember all the tags...

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1 hour ago, bzzrak said:

^ My JUPCARN3.WAD has 143 tags . And it's a vanilla map. :]

@Dragonfly what editor is that on your picture?

Well, if we're comparing, Foursite had 199 tags.  I was half tempted to randomly tag something at the end just to round to an even number!

 

But as they say, it's not the number of tags that matters, but what you do with them. ;)

 

As for the editor: I believe that's the linedef edit screen in GZDB_BF when in UDMF mode.  It isn't obvious, but GZDB has totally different screens for a lot of things depending on what format of map you're in.

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I'd say my average 'proper' map has anywhere from 50 - 200 tags in it, but never so many tags applied to one single sector.

 

Speaking of my maps, I'M FRIKKIN' DONE. It's not even a good map, and the lag... oh the lag. Sorry guys, this map's not the best :P

 

I decided I don't care too much due to the nature of this project being experimental and the likes. It's mostly playable as long as you don't look up or down, but the design of this map kinda forces you to look up and down, heh. :P

 

 

********************************************

https://joshuaosullivan.co.uk/misc-doom/DFLY256.wad

********************************************

 

 

 

9f1991f20f75e42c5a0032edc6e82110.jpg

 

4020833fbe1ae29cb131f0df6c86c3d2.png

 

320488d2eedccd6eff4f10631ea6356f.jpg

 

caf1ff1874c99c6dd0da0d26ef324902.png

 

faf4e802a6ab4e1d7b4c61cb664cec5c.jpg

Edited by Dragonfly

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I've not yet done a MAPINFO or picked an appropriate sky. I'll probably recycle a sky someone else adds to the project, and as for a map name, some help would be appreciated. :)

 

Also, download is now available, bugs fixed, although I'm sure more will crop up.

Edited by Dragonfly

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@Dragonfly That looks... something else! ;)  I am super excited to try it out, getting all those 3D floors in place must have been a nightmare.

 

I am marginally concerned my ancient Intel M processor with integrated graphics may just melt when I try it though...

Edited by Bauul

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GZDoom 2.4.0 FDA for your map Dragonfly (hopefully you already have that version). I gave myself a shotgun at the end because I ran out of ammo. I was too focused on other things to remember I had a berserk for most of the map :). I managed to get through the map without freelook. Well done. The multi-tier structure is very cool.

 

Edited by rdwpa

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Glad to see my mistake accidentally started this community project. I'm having fun seeing what other people come up with in such limited space. Anyways here's an update to my map. This now has difficulty settings & a custom sky & midi. The Sky is by Eradrop & the midi is drpoles by jmickle.

 

https://www.dropbox.com/s/x4gkmkwi019zs78/Jaws 256.wad?dl=1

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1 minute ago, Voltcom9 said:

Whoa! I somehow didn't notice this thread but I would like to build a UDMF map for this project. 256 limit with 3d floors seems like quite an interesting restriction.

See Dragonfly's map :D

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Apparently I have an error. Not the best place to ask, but can anyone tell me how this is an error?Capture.PNG.24df993374a4a1d03b61fe195c5f9de3.PNG

Edit: Forgot to mention, using GZDoom Builder, UDMF, Acs.

Edited by HyperLuke

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I got the chance to play a couple more maps: @Jaws In Space's and @Dragonfly's maps.

 

I'll start with Jaws' map since it's shorter.

Spoiler

This map was a fairly straight-forward approach to the restriction, meaning that it was very short. 10 monsters present in this map, but it might as well have been 9 considering the useless imp on the ground outside; head scratcher there.

 

This map could have easily been padded out into a more 'mappy' -type of thing from a couple simple things, such as maybe a mandatory shoot-switch outside the playable space or even something like 1 more wave of mobs after unlocking the RK-exit-door-thingy, while replacing that exit switch with a switch to reveal an exit switch in the starting room. This was a fun map but it kinda suffered on its... unusual length with the map essentially ending right when it starts to get good.

 

Aesthetically I liked the look of things but wasn't a fan of the trim choices used against conflicting textures, such as in the windows. Still, cool in that old-school type of way. For a 256 map this actually had a layout, which was slightly comical, though I will say I liked how things went. The revs, it seems, might have come out early on me when I jumped down due to my location while doing so, as another play afterward had them coming in after I got the RK. That was kinda fun. I also liked the AV use, plus the little assortment of mobs that did make the fastidious cut.

 

Here's an FDA in GzDoom 2.4.0... or a much more preferable video:

 

A nice tiny map :)

 

 

And Dragonfly's map:

Spoiler

What a fun take on the 256 concept! This was a cool map to sight-see with all of the different levels; the progression was a lot of fun as well. The sudden backtrack threw me for a loop for a sec, but advancing up the tower was a fun ordeal. I died once in this level at the end just before I got to the health, but without ammo it might have only served to prolong the inevitable. That was my only gripe about this map: the ammo was a bit too tight for the imps on the outside surrounding ledge seen on the same level as the chaingunner. I ended my run with 5 imps left on that outside surrounding ledge and 4 shells, which wouldn't have done the job anyway. I ran the map a few more times and I consistently run out of ammo at/before the lower rev, with the shells provided afterwards not being enough to take out the rest of the mobs. Some more health right before the end could alleviate that by giving the berserk a better chance to be useful (since 3 of the rides up put the player into a situation where they are directly surrounded by mobs and reliably take damage, in addition to the fall down to the lower rev).

 

Other than that minor note on balancing (and that's not to say the map is at fault; I could have punched more things), I found this map to be a lot of fun for a little quickie. Once again I really enjoyed the take on the limitation, with the large tower. In a way this map is not too unlike rdwpa's map, in that it's wave-after-wave of encounters to the exit; the main differences gameplay-wise (aside from the mental effect of climbing this impressive tower) between these two maps are that rd's map is timed while this map let's the player casually choose when to move on and that the individual encounters rd's map start low-pressure and get progressively worse as the mobs get closer/surround the well-equipped player while this map throws the player into a tight situation with tight resources that quickly becomes manageable after the initial shock wears off/mobs' positions found. Okay, so maybe there are quite a few stark differences, but the main premise of 'waves' is the word of the day here and it panned out well for both of your maps. I had a lot of fun with this and I hope to see some more crazy vertical stuff like this from you in the future :)

 

FDA GzDoom 2.4.0 and video:

 

Really sweet map Dragonfly! Btw this map only lagged a tidbit for me on one part, which was the CG level; only once per run and not always when I first got up there. Prolly just one POV/direction takes a sec to load and then its fine, or at least that's how it felt.

 

 

 

Spoiler

And an off-topic post because I'm late to the fun tag/e-dick-measuring party:

(apologies for the self-whoring here, but this is just an example that high tag numbers are like high line counts: unimportant for a good map)

Spoiler

These are the control sectors/triggers for the stupid little worms I make; each worm that is ~35 sectors long uses ~80 unique tags, most of which are doubled/tripled up for multiple actions on the same tag to prevent tags in the thousands, and that's not even counting how to kill the thing (but this is also a gimmicky thing):

SrbA4Vj.png

 

Zoomed:

74bTbQd.png

 

This is how big it's effect is in-game:

sfEeuS1.png

 

 

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I made a map too.

 

Here is the download link:

https://files.fm/u/9htt33rp

 

Boom-compatible.

 

A screenshot:

T1jpyYW.png

 

Tested with prboom even this is supposed to be gzdoom-project and noticed that scrollers doesn't move at the same speed on gzdoom and prboom. Why is that?

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29 minutes ago, Jaska said:

I made a map too.

 

Here is the download link:

https://files.fm/u/9htt33rp

 

Boom-compatible.

 

A screenshot:

T1jpyYW.png

 

Tested with prboom even this is supposed to be gzdoom-project and noticed that scrollers doesn't move at the same speed on gzdoom and prboom. Why is that?

Looks nice, one suggestion, turn off texture filtering, makes sprites and textures look ugly.

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2 hours ago, Jaska said:

Tested with prboom even this is supposed to be gzdoom-project and noticed that scrollers doesn't move at the same speed on gzdoom and prboom. Why is that?

Linedefs with scroller actions should be sized in multiples of 32. 

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6 hours ago, HyperLuke said:

one suggestion, turn off texture filtering, makes sprites and textures look ugly.

It always intrigued me how negatively some people react to texture filtering (to the extent of suggesting other people turn it off). I personally don't think it looks any worse or better than aliased pixel art.

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2 hours ago, Bauul said:

It always intrigued me how negatively some people react to texture filtering (to the extent of suggesting other people turn it off). I personally don't think it looks any worse or better than aliased pixel art.

That kind of topic is unnecessary to me. Turning on/off the texture filtering is a personal taste and it's not a good idea to suggest it because of the response. 

Edited by leodoom85

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On 5/11/2017 at 6:54 AM, bzzrak said:

@axdoomer

Thanks for the positive feedback :]

Huh excuse me? Can you reproduce that? Record a demo please? That switch is hacky as hell, but it should work, in Chocolate Doom at least. It is (should be) press-able from the 256x256 area.

I don't believe we are talking about the same switch. I can't go there without cheat codes, so I don't believe I'm completing the map correctly. Also, it's outside of the 256x256 box in the sector where there is a Baron (IIRC). Can you do a demo of the correct way to complete the map in vanilla?

 

EDIT: I tried the new version (v2,6) and it works great. No problem anymore! I almost got killed by the Arch-Vile. 

Edited by axdoomer

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On 5/11/2017 at 3:57 PM, Bauul said:

 

@axdoomer Nice claustrophobic experience, but I'm afraid the map has a few issues at the moment.  The Revenant is too tall and gets stuck in the ceiling, and having to spend three or four attempts to perfectly line yourself up with each lift is kind of annoying.  Try to limit any ceiling lips on the way up on any lift.  Also, I must admit, I got totally stuck, progress wise.  I activated the yellow switch, and just couldn't work out where to go next.  I thought it would raise the yellow barrier that stops the exit lift from working (nice touch by the way!) but it didn't, so I wasn't sure where I was supposed to be going.  Also, just FYI, that endless Arachnotron walking noise was pretty tedious by the end!

 

Thanks for the feedback. Sadly you're gonna have to live with the Arachnotron noises. Maybe someone can write a script for ZDoom to remove the noises.

 

If the revenant is stuck, I think it's maybe because I've made the lines of the lift "block monsters" so if you kill it, its corpse doesn't move off the lift in a way that it would  create a pool of gore because it can get accidentally crushed by the lift. This way, the revenant can't be resurrected in a ghost monster by the Arch-Vile. In the case it would happen, there is no way to run away from it and you're pretty much dead.

 

Here's a newer (but still unfinished) version. The bug with the yellow switch was fixed (I had applied the wrong tag action and couldn't figure out until I had a good night of sleep). 

Also, I've made the lifts larger so they are easier to use. 

 

New version: 

lifts_to_your_death.zip

 

EDIT: **Final Version**
Lifts to your death - final version

Changes: 

-Made it impossible to finish the map in an unintended way
-Textures were aligned
-Removed some "block monsters" lines that made monster appear stuck and behave strangely

Edited by axdoomer

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I've attached my map if anyone wants to try it. It's called Cruel Precision. Don't let the name fool you, it's actually fairly tame... well, by my standards. Torn on whether or not to keep the soulsphere for the final fight. (Forgot to mention that it's Boom compatibility)

Dobu256a.zip

 

2KvRhfg.jpg

Edited by dobu gabu maru

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20 minutes ago, dobu gabu maru said:

I've attached my map if anyone wants to try it. It's called Cruel Precision. Don't let the name fool you, it's actually fairly tame... well, by my standards. Torn on whether or not to keep the soulsphere for the final fight.

Dobu256a.zip

Very good map. I thought it was easy until I saw the next series of keys. The monster infighting was really helpful, particularly on UV because the different monsters had more health so they could beat the crap out of each other a little more. 

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