Ouchface
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > 100 lines (final link now active)
Pages (20): « First ... « 4 5 6 [7] 8 9 10 » ... Last »  
Author
All times are GMT. The time now is 02:23. Post New Thread    Post A Reply
scifista42
Forum Staple


Posts: 2987
Registered: 05-12



Capellan said:
39 maps, now. Not all of them entirely serious, perhaps, but still a good haul. Might make 50+ at this rate. I'm still considering doing at least one more.

Doomworld Mega Project was supposed to get a map from as many mappers as possible (although only one map per person was allowed). During the time of the whole year, they finally got 40 maps.

I think we can celebrate already :)

Old Post 06-20-13 22:27 #
scifista42 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


To be fair, there are probably single maps in the Mega Project with more linedefs than every map in this thread put together :)

Old Post 06-20-13 22:46 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Obsidian
Forum Staple


Posts: 2766
Registered: 05-12


Anyone made a MAP07 yet? I thought that one'd disappear fast. :P

Old Post 06-21-13 02:29 #
Obsidian is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


Hmm. I hadn't even thought about that. Definitely an item to consider. Would like to see (or perhaps make, myself) something that isn't a rote Dead Simple knock-off, though.

Old Post 06-21-13 02:37 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Mikle
Newbie


Posts: 4
Registered: 12-09


My 100 lines map from Memfis pack:
http://mikle.ucoz.com/load/0-0-0-1-20

Title: Cells
Build time: ~5 hours
Music: No
Coop: Yes
DM: Yes

Tested in Doom95, Boom, ZDoom.
It is desirable to sky 1 or 2.

Old Post 06-21-13 07:14 #
Mikle is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


Here's a stab at a map07.

Sins

Mapped to map07, of course.

It's something a bit out of the ordinary for me. I also confess that - other than checking all the tags work - it's entirely unplaytested.

Last edited by Capellan on 06-21-13 at 21:52

Old Post 06-21-13 11:13 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


walter's first map
Alas, this has 101 linedefs. Disqualified! :)
Actually, it would be pretty easy to eliminate a linedef (or even quite a few) from this map to bring it down to the 100 limit.
It's quite a gimmicky map, with the opening hitscan/barrel hell and the cyber encounter both being a bit gonzo.
I had fun playing it, though.


Demonologist
Definitely not to my tastes.


Obsidian's Core Crash
Completing this appears to be entirely a matter of luck, with no way to gauge whether you are targeting the icon or not.


Katamori
Another level with almost no map. This is basically just a hallway, a door, and an exit switch.


Memfis
(not for idgames; complevel 9)
Pitched a bit above my skill level, and I found the platforming rather wearisome, but this is a clever little level on the whole. Wasn't a fan of starting the level in nukage, though. That's a bit rude!
Good to see an inventive approach taken to the challenge, here.

Old Post 06-21-13 12:18 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
ArmouredBlood
Senior Member


Posts: 1912
Registered: 05-09


Pretty good. Thought the lifts were a bit anticlimactic after the last part opened, but you seemed to have run out of lines.

Old Post 06-21-13 12:27 #
ArmouredBlood is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


The lifts pretty much exist only to make it harder to simply ignore the end game and run for the exit. I may well rework that part of it.

Old Post 06-21-13 12:51 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Alfonzo
Broadcaster


Posts: 921
Registered: 01-10


Title: Bloodwerks
Author: Alfonzo
Build Time: ~4 hours
Skill Settings: Yes
Music: Yes
Coop: Yes
DM: Yes

http://i.imgur.com/y0cctqal.png

My first attempt at a map within 100 lines, and probably not the last! A couple of times I found myself agonizing over whether a line was doing its job well enough to avoid removal, but I think my preference for bulky, corner cutting architecture made it all a little bit easier.

Multitasking linedefs!

Last edited by Alfonzo on 06-22-13 at 15:04

Old Post 06-21-13 13:57 #
Alfonzo is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
scifista42
Forum Staple


Posts: 2987
Registered: 05-12


My second entry, but this time I directly say I don't want it to be included in \idgames release.

It's my first ever slaughtermap :P (at least first uploaded to internet). But compared to other slaughtermaps we already have, mine is quite weak (=uninteresting) and bland. However, unlike most slaughtermaps, mine shouldn't be overly difficulty-wise frustrating (as I don't like such maps), only a little tedious.

Download Goatherd.

(instead of a screenshot, imagine a totally flat field of goats in a perfect square formation looking away from you and you have it)

Title: Goatherd
Build time: few hours
Music: Yes
Coop: Yes
Deathmatch: Yes
Difficulties: Yes, but affects only ammo and items

Number of lines: 99 ;)


EDIT: ^ @st.alfonzo: Architecturally-wise it's quite good map, but please, add ammo. It's no fun to stand in a damaging blood, push yourself against chaingunners and archvile on a raised platform and only can use a chainsaw.

Last edited by scifista42 on 06-21-13 at 14:50

Old Post 06-21-13 14:12 #
scifista42 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
walter confalonieri
Senior Member


Posts: 2181
Registered: 07-09


oh no, too bad! However, i'm glad of how this map liked a lot.... Hey,actually i've deleted some lines to the final project (the cyberdemon courtyard for example was much more larger....) i'll see to fix it....

Old Post 06-21-13 15:13 #
walter confalonieri is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Alfonzo
Broadcaster


Posts: 921
Registered: 01-10



scifista42 said:
^ @st.alfonzo: Architecturally-wise it's quite good map, but please, add ammo. It's no fun to stand in a damaging blood, push yourself against chaingunners and archvile on a raised platform and only can use a chainsaw.
I was going to retort, but decided to give it a few more runthroughs to check... and lo; even considering the ammo deprivation gameplay I had in mind it's probably too tight. I'll see what I can do! Having the player work up a comfortable surplus of ammo through liberal use of the chainsaw is what I'm shooting for, and otherwise have the player break even if he elects not to use it.

EDIT: Updated the map to fix ammo balance. Also added DM and coop support.

I quite enjoyed your first submission, by the way. It's well drawn out (in length and layout) and makes liberal use of lines as per the project goal.

Last edited by Alfonzo on 06-21-13 at 16:04

Old Post 06-21-13 15:20 #
Alfonzo is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Fiend
Member


Posts: 622
Registered: 06-04


I was compelled to try this.

http://www.sendspace.com/file/07huc7

Old Post 06-21-13 16:21 #
Fiend is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Archi
Member


Posts: 307
Registered: 07-09


Got an simple idea, made in hour or so.
http://www.mediafire.com/download/8...22g/100_aga.wad

Old Post 06-21-13 17:18 #
Archi is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
dobu gabu maru
Senior Member


Posts: 1225
Registered: 02-12


Damn, we're gonna have a couple of full releases on our hands at this rate. Something about this restriction is really spurring creativity.

Old Post 06-21-13 18:31 #
dobu gabu maru is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


Updated "Sins". Think the end game is a bit better now.

Links above and in OP also updated.



dobugabumaru said:
Damn, we're gonna have a couple of full releases on our hands at this rate. Something about this restriction is really spurring creativity.


Remember that only maps specifically noted as OK for idgames will be uploaded, so some count only for the thread. I guess also there is the question of whether there should be any quality control on the maps that do get compiled, and if so, who decides what's in or out.

As for why there have been so many responses ... I think a couple of factors play a part:

1. concrete technical limitation
2. challenge factor
3. quick to attempt

I think #3 should not be underestimated :)

Last edited by Capellan on 06-21-13 at 22:00

Old Post 06-21-13 21:54 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1318
Registered: 02-11



Capellan said:
Remember that only maps specifically noted as OK for idgames will be uploaded


go ahead and use mine if you wish. the requested metadata:

Title: Big Butts
Build Time: ~1.5 hours
Skill Settings: UV only
Music: Yes
Coop: No
DM: No

Old Post 06-21-13 22:21 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Jayextee
Darth Jrrr


Posts: 1250
Registered: 10-00



Capellan said:
Remember that only maps specifically noted as OK for idgames will be uploaded, so some count only for the thread. I guess also there is the question of whether there should be any quality control on the maps that do get compiled, and if so, who decides what's in or out.



Whether mine (Cross the Rubicon) is in or out, I okay it for idgames. :)

Old Post 06-21-13 22:27 #
Jayextee is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
TimeOfDeath
Forum Regular


Posts: 2773
Registered: 06-06


I don't think I explicitly said so, but please feel free to use mine in the /idgames release. This was a very fun mapping challenge!

Old Post 06-21-13 22:36 #
TimeOfDeath is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
joe-ilya
Nescient Member


Posts: 2624
Registered: 10-12


Deathmatch support and difficulties.

http://www.mediafire.com/?tqthfwwjs8phm3q

Old Post 06-21-13 23:12 #
joe-ilya is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Obsidian
Forum Staple


Posts: 2766
Registered: 05-12



Capellan said:

Obsidian's Core Crash
Completing this appears to be entirely a matter of luck, with no way to gauge whether you are targeting the icon or not.



Heh, there's a 4-sided pillar in the core and you need to shoot each side to lower the Icon. I can see how that'd confuse people though. You'll know if you hit a side by the outer pillars lowering.

Old Post 06-22-13 01:25 #
Obsidian is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


Oh is that how it's supposed to work? Never going to happen if the player doesn't have a hitscan weapon prepped, leaving them completely perplexed as to what to do.

I think it needs a cue as to what to do, rather than a confirmation after the event that you're on the right track. A switch you can't see is not something you're likely to shoot at.

Last edited by Capellan on 06-22-13 at 02:29

Old Post 06-22-13 02:09 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


Scypeck2
Verrrrrrrry gimmick-driven map, which is not generally to my taste. This was relatively well executed within its concept, however.


joepallai
This felt very short. And no wonder - it's a mere 58 linedefs. I guess Joe took the 'or less' part of '100 lines or less' very seriously :)
What little there is of the level is decently good fun, though there should perhaps be a block monster flag around the teleporter to stop the monsters accidentally going to the end area?


Ribbiks
Beyond my capabilities, but with the addition of difficulty settings, could be a fun map.


Archi's first
...


GRB's 2nd map
I must confess to being rather fond of this map. It's very game-y / gimmicky in its structure, which is not something I usually enjoy, but the basic concept was straightforward and easy to identify (if not necessarily to execute).

Old Post 06-22-13 03:50 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


I'm definitely noticing that a lot of the maps tend to be either fragments - just a room or two - or 'puzzles'. Not puzzles in the sense of switch hunts, but situations where the key is finding the right strategy or tactic to resolve the encounter/situation. There aren't a lot of levels using more conventional Doom gameplay and working on ways to fit that into 100 lines.

NoobBait
This map is an example of the above, featuring more than twice as many HP of monsters as you have ammo to deal with. Even infighting will only get you so far, after all. Still, it's totally finishable, provided you aren't looking for 100% kills.


dutch devil
Aw yeah. DD delivers in spades.


Obsidian's Aquaden
A return to the concentric squares of "Corrode", this level perhaps suffers a little from the fact that the secret exit is easier to get to than the normal exit. That aside, I found it a pretty fun little romp.

Old Post 06-22-13 06:23 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Capellan
Senior Member


Posts: 1039
Registered: 10-02


(I've switched to compat 9.)

AB's 'secret message'
Well, it's presumably a joke wad, but it actually has some quite fun tactical situations in it.


Skillsaw
Fun arena-y level. Clever use of lower textures for key markers to save lines (though even more could have been done to save lines on the doors). Mostly just a level I ran around in, as I largely ignored the monsters and bee-lined the exit. There was plenty of space to take this approach.


Chris Hansen
This is a fine effort at a more traditional Doom level, while still adhering to the 100 lines limit. I liked it a lot.


Archi's second
Another gimmick driven level, as you hop from platform to platform while being pelted by revenants. Not my idea of fun.


Phml
It's a giant triangle filled with things.


Archi's SoD24 riff
I'm not a fan of the concept, which I guess originated in SoD map24 (haven't played it). Execution of the idea is OK though.


an_mutt
I liked that this was more of an attempt to offer typical Doom-style play. With difficulty levels, I would probably enjoy it more - a bit beyond my skill/patience level as is.


Scifista42's Penbene
This was a fun map, showing that you can squeeze a decent amount of content into 100 lines while delivering a map that doesn't look terrible. I think it would be possible to improve the map's looks still further, but it works fine as is. My only gripe would be the cyber battle, which can simply be ignored by running in circles around him until the exit appears.


Obsidian's 4th
Presumably a joke submission.


Kaiser
Kaiser's chosen to use more lines for detail than he might otherwise have done, which together with some other linedef-inefficient choices, forces this to be quite a short map. It's a pretty fun one though, with a diverse mix of enemies in its short span.


Da Spadger
This IoS map has the advantage of being more obvious in its workings than Obsidian's, though the swarm of monsters already on the map at its outset makes it not much more fun to actually play, for my tastes.


TimeOfDeath
There is apparently more to the level than the opening catwalk, but I'm never going to see it.


dobugabumaru
Ditto, except it's a corridor, not a catwalk.


walter's 2nd
102 linedefs this time. Alas, this rule-breaker is not even an interesting map: lots of dark, 64-wide corridors dotted with archviles does not really make for compelling gameplay, and the exit room is completely skippable.

joe-ilya
Typical joe-ilya weirdness: triangular crates, eclectic texturing, and so forth. Kind of fun gameplay for the most part though. The final cyber is a bit 'meh', especially since you can knock him off his platform, thereby making him a non-issue.

That brings me up to the point where I finished my second level, which seems like a good point to break for the day.

Last edited by Capellan on 06-22-13 at 22:05

Old Post 06-22-13 08:10 #
Capellan is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
joe-ilya
Nescient Member


Posts: 2624
Registered: 10-12


The cyberdemon fix with some alignment fix.

http://www.mediafire.com/?tqthfwwjs8phm3q

Old Post 06-22-13 13:07 #
joe-ilya is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
walter confalonieri
Senior Member


Posts: 2181
Registered: 07-09


mm really? I thinked to do less than 100 linedefs in that map, and it's another rule breaker! Also this one doesn't appealed that much...

Old Post 06-22-13 13:49 #
walter confalonieri is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Alfonzo
Broadcaster


Posts: 921
Registered: 01-10


Final update for Bloodwerks featuring skill settings and other visual/gameplay tweaks. I'm also thinking through a second map, which should be somewhere near presentable in due course!

Old Post 06-22-13 15:02 #
Alfonzo is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Katamori
Forum Staple


Posts: 2712
Registered: 08-10



Capellan said:
Katamori
Another level with almost no map. This is basically just a hallway, a door, and an exit switch.




Did you like it anyway? Or is it just a "runner-up"? :P

Old Post 06-22-13 15:38 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 02:23. Post New Thread    Post A Reply
Pages (20): « First ... « 4 5 6 [7] 8 9 10 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > 100 lines (final link now active)

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.