traversd Posted December 8, 2017 (edited) ** Uploaded to Id Games finally - yay ** https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/bytesize Hi All, This is BYTESIZE. A small pack of small maps :) that I'd been making this year in 2017 and finally added 3 more maps now and hopefully added enough polish for it to be posted. Each map has been limited to 100 linedefs in total. Given the limit, I've tried my best to pack as much gameplay into them as possible. The general rule has been to use every bit of sector possible to make the maps interesting and varied, and to also have them fairly dense in monsters, weapons, ammo and items. I hope they are enjoyable to some you out there :) 12 maps - Thanks to Tarnsman and Alfonzo for some pre-existing maps that I've modified and incorporated into the set (maps 05 and 09) Skill settings Made for complevel9 (+using MBF sky transfers) Tested in GZDoom, DoomRetro, GL/PrBoomPlus and Eternity GZDoom has some rendering quirks which is the fault of some maps having unclosed sectors, but for the most part I think I've addressed most of them. Music from Jimmy's incredible online resource (thank you!) Spoiler Original post Spoiler Hi All, This is BYTESIZE. A small pack of small maps :) that I've been making this year. Each map has been limited to 100 linedefs in total. Given the limit, I've tried my best to pack as much gameplay into them as possible. The general rule has been to use every bit of sector possible to make the maps interesting and varied, and to also have them fairly dense in monsters, weapons, ammo and items (though I hope I've not gone too far with that). A finished MAP10 eludes me so I figured I should put this out for some feedback on the other maps whilst I nail down the final parts of MAP10. I hope they are enjoyable to some you out there :) 11 maps (10 + a placeholder at MAP10) No skill setting refinement on all maps just yet sorry! Made for complevel9 (+using MBF sky transfers) Tested in GZDoom, DoomRetro, GL/PrBoomPlus and Eternity GZDoom has some rendering quirks which is the fault of some maps having unclosed sectors (Though the switch at the elevator in MAP01 has me stumped!) But for the most part I think I've addressed most of them. No music :( yet! Some screenshots (already posted in the "what are you working on?" thread Edited October 11, 2022 by traversd Release links 27 Quote Share this post Link to post
Liberation Posted December 8, 2017 Just started map04. I have to say that these maps so far have been rather good fun, chaotic but fun. The chaingun is just a saving grace for me, glad there is plenty of ammo. An interesting limit as well. I must admit I did look at them in slade first and thought WTF is this, but it kinda works. 0 Quote Share this post Link to post
HAK3180 Posted December 8, 2017 FYI: I have just played the first three so far. This was fun. You used the space well because the maps did not feel cramped or even that small. There were spots that certainly required some well thought movement and weapon choosing. I did feel ammo was maybe a little bit short. Well, bullets, anyway. I do like when wads force you to think about ammo, but I wasn't able to "properly" finish map 3. I literally had no ammo and plenty of foes to kill so I just had to exit. That being said, I did actually have 120 cells but had not found a plasma gun. Health was at a pretty good level. I spent a lot of time in the 40-60 range, but I'm not the greatest player ever. The result was constant medium-high tension/fear, but there was always a welcome stimpack or medikit to keep me from dying (for the most part). 0 Quote Share this post Link to post
scwiba Posted December 8, 2017 Oh gosh do I love 100 linedef maps. These look awesome! 0 Quote Share this post Link to post
Misty Posted December 8, 2017 Hey, you could change dl=0 into dl=1 for automatic download. Just saying for future reference. 3 Quote Share this post Link to post
traversd Posted December 8, 2017 1 hour ago, Myst.Haruko said: Hey, you could change dl=0 into dl=1 for automatic download. Just saying for future reference. Done! Thanks for the tip :) 0 Quote Share this post Link to post
Capellan Posted December 8, 2017 I love line limit restrictions because you have to really think about how and why you layout your map. I don't use fancy tricks like unclosed sectors though. I'm too vanilla for that :) 0 Quote Share this post Link to post
traversd Posted December 8, 2017 1 hour ago, Capellan said: I love line limit restrictions because you have to really think about how and why you layout your map. I don't use fancy tricks like unclosed sectors though. I'm too vanilla for that :) Many of the unclosed sectors have been used simply to split linedefs vertically for applying 2 or 3 textures to a wall. A godsend when you can't add in trim, alcoves etc :) 0 Quote Share this post Link to post
Liberation Posted December 8, 2017 The thought of unclosed sectors is truly horrific for me, not sure why thou. Still enjoying the maps so far btw, really good work. 0 Quote Share this post Link to post
SleepyVelvet Posted December 9, 2017 FDA dump: noisy_BYTESYZE_v0_2.zip These were great fun actually. 11 maps is probably the right number, so both the visual style and the clusterfuck-with-an-archvile-in-the-middle gameplay doesn't wear out. Map06 was the hardest. good job 0 Quote Share this post Link to post
traversd Posted October 31, 2021 Yikes - 4 years goes rather fast. I've come back to this finally and finished up with 12 maps in total, skill settings, some Jimmy tunes and a laughable attempt at a Titlepic replacement. https://www.dropbox.com/s/qigkba2fgg9elxw/BYTESIZE_v1.1.zip?dl=1 6 Quote Share this post Link to post
Clippy Posted December 5, 2021 Short maps with only 100 linedefs? This appeals to me greatly 2 Quote Share this post Link to post
Clippy Posted December 5, 2021 Some close calls but survived map two - these maps don't mess around - excited for more 1 Quote Share this post Link to post
Sneezy McGlassFace Posted December 6, 2021 It's pretty amazing how much you got done within that limit. It is action-packed and surprisingly cohesive. I love how the map view is of no bloody use whatsoever. 1 Quote Share this post Link to post
Clippy Posted December 7, 2021 Maps are getting more challenging - ya got me this time - really amazing how you used so few lindefs - extremely clever way of working with the limitation - can't wait to see what's next - and the combat is top notch - short - challenging - sweet - keeping me on my toes - this is my JAM 1 Quote Share this post Link to post
GarrettChan Posted December 7, 2021 Kinda lazy, so I did a playthrough. Hope you like it :) 2 Quote Share this post Link to post
traversd Posted December 7, 2021 Thanks @Clippy and @GarrettChan I've made a bunch of notes from your videos for updates to some maps - I've clearly under cooked map05 D: Thanks again for the feedback :) Travers 2 Quote Share this post Link to post
Clippy Posted December 8, 2021 Map 4 difficulty was a surprise jump! @Dubbag was here to witness the pain - actually very fun and thrilling but I was not expecting such a wild ride PS wish my luck my mic appears to be dead which means I don't know when I can play more 1 Quote Share this post Link to post
GarrettChan Posted December 8, 2021 UV pistol starts with saves Port: DSDA-Doom v0.19.7 -complevel 9 Total IGT: 1:22:55 Personal Difficulty Evaluation: 2.0 (2 = Ancient Aliens) Personal Rating: 7.6 (out of 10) Comments: Spoiler Mostly pretty short maps with non-rectangular designs. Really enjoy the second part (Map7~12) where you have more ammo to go around. I personally liked the non-rectangular designs because it feels a bit strange, but refreshing at the same time as most of the maps are straight hallways and rooms. However, the maps in BYTESIZE connects in a quite different manner. The main mapping trick is having Arch-viles resurrecting previous killed areas, or sometimes a new thing spawned in the previous area to surprise the player. Sometimes this will be fun, but sometimes it's not very friendly to blind playthrough, so it's more like a double edged sword in this case. Later maps, like Map12, you have enough ammo to deal with these, so it's fun, but Map06 is the one I don't really like where you probably need the secret to deal with those traps. Map05 stands out in difficulty. Probably you've updated now already, but here I'm talking about the one I played. I would say its difficulty is higher than even Map12 IMO. I personally would say having a secret or something near the exit to give a BFG could be a way to make the map more fun. 2 Quote Share this post Link to post
traversd Posted December 8, 2021 Thanks @GarrettChan I'll go away and do some homework on these to hopefully improve as many of the aspects you have mentioned as possible :) Clippy is at Map05 so I've suggested they wait until I complete a v1.2 with most of the above homework implemented. The Arch-vile placement is certainly a mechanism used in the later maps to replace monster closets given the limit on geometry. Every triangle used to hold monsters is a lost triangle to the map itself ;) With Map06 and Map10 I had to use thing decorations to help create off-map monster closets. But yes, not much chill in the maps because of this approach. Unless I've added one and forgot - yes, I've purposely left backpacks out of the set so that whilst giving the player lots of ammo its not all picked up at the start of a map - but I do concede it has the other impact of sometimes wasting a large ammo pickup. I went with small cell packs in Map07 for that reason but dotting the landscape with single rockets felt a bit silly :) My sincere thanks again! Travers 3 Quote Share this post Link to post
GarrettChan Posted December 8, 2021 @traversd Oh I see, because you have the limited 100 lines, so you did the AV traps. I don't really mind those, but it has feeling of fatigue for a bit after seeing way too many, heh. I do notice you left out the backpacks. I'm also fine with that. I personally just think the maps I mentioned about backpack would probably play out a bit better. However, I said that on Map07 because I thought Map07 could be longer, but judging from its size after I finished it, backpack is not really needed. It's fine to keep rocket boxes on Map07. Another way to do it is put a single rocket stash, but offset the rockets a little bit to give the player a visual cue about having many rockets here instead of one. 1 Quote Share this post Link to post
traversd Posted October 11, 2022 Finally published to Id Games - huge thanks to Biodegradable, Clippy and GarrettChan for feedback, Alfonzo and Tarnsman for level contributions, and Jimmy for music. https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/bytesize 5 Quote Share this post Link to post
Meowgi Posted October 13, 2022 This was an excellent set and very enjoyable to play. Lots of challenging setups and very well-placed monsters. I really feel like your vision came through with this set and can't wait to see what you are capable of creating without the 100 line restriction! 3 Quote Share this post Link to post
traversd Posted October 14, 2022 Hey thanks for the feedback, super glad that you enjoyed them. I saw the demos you posted as well - very clever. Can't say I thought about those aspects. The irony of this set is I thought a series of smaller maps would be quicker to make and release (looks at date of first post and winces). Instead I sweated over whether a vertex should have 6 linedefs coming off it or 5, can I make do without a rectangle here and where can I put a transfer heights reference sector for liquids :) Oh well, fun was had making these, good to hear fun was had playing them as well. 3 Quote Share this post Link to post
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