dobu gabu maru Posted December 30, 2013 Hey all, I figured it's been some time since we've had some random speedmapping nonsense challenge, so I'm throwing one out there. Make this hallway "interesting". What does that mean exactly? Well, whatever you want. Add loads of enemies, additional sectors, lifts, doors, teleports, textures, expand or shrink the area and just go wild. Just remember that you have to: - Keep the weapons, teles and exit in the same "areas" - Keep the outline recognizable. If I can't tell that you used the map above as the base design, you've essentially failed the challenge. Again you can add sectors outside of what I made above as long as it doesn't become too elaborate. Download template here. Good luck! 0 Share this post Link to post
Xaser Posted December 30, 2013 Hmm, does it matter what game/gamemode it's for? Just wanna know in case there's a compilation in mind or somesuch. 0 Share this post Link to post
dobu gabu maru Posted December 30, 2013 Any game mode is fine (Doom, Boom, ZDoom, etc) 0 Share this post Link to post
Marcaek Posted December 30, 2013 I think he means Singleplayer, Deathmatch or CTF etc 0 Share this post Link to post
dobu gabu maru Posted December 30, 2013 ^ Ah yes, any of those are fine too 0 Share this post Link to post
Xaser Posted December 30, 2013 Hmm, guess it was a compound question: I was also wondering about which IWAD to use. Though those two answers are just as relevant, so there we go. ;) TBH, I'll probably do what I had in mind anyway and just shrug if the "rules" are shattered, though. Just to say it up front. :P 0 Share this post Link to post
Marcaek Posted December 31, 2013 http://speedy.sh/5H9H8/marc-HellwayCTF.wad Only tested in Zandronum 0 Share this post Link to post
Cynical Posted December 31, 2013 Is there any due date on this? With only being one hallway, I might give this a shot when I get back home on the first; could be a fun break from my current project, and Skullgirls is distracting me too much to get anything "big" done, heh. 0 Share this post Link to post
Vile1011 Posted December 31, 2013 Seconding the question about the due date. I've been out of mapping for a good six or seven years and this would be a great way to get back into it! 0 Share this post Link to post
dobu gabu maru Posted December 31, 2013 Cynical said:Is there any due date on this? With only being one hallway, I might give this a shot when I get back home on the first; could be a fun break from my current project, and Skullgirls is distracting me too much to get anything "big" done, heh. No due date, although I don't see this going on longer than a month 0 Share this post Link to post
Ribbiks Posted December 31, 2013 I like this idea, may very well participate. 0 Share this post Link to post
Dragonsbrethren Posted January 1, 2014 I might try something with this, not sure. I really shouldn't pick up any more projects (even put my own maps off for now), but I can't imagine this taking long at all, especially given my preference for IWAD-esque detailing. 0 Share this post Link to post
gggmork Posted January 1, 2014 I like the 'make something based on a simple template' idea. Sort of similar to how 1024 maps harness creativity by placing guiding restrictions/rules, and can see this spawning similar future projects. 0 Share this post Link to post
jazzmaster9 Posted January 1, 2014 Here's my Map, "Hell Patrol" for Zdoom, based on DooM 64's Cat and Mouse. https://www.mediafire.com/?l94084kcx2jqw02 0 Share this post Link to post
Vile1011 Posted January 1, 2014 I probably went overboard on the detail, but I haven't mapped in years and just had to get it all out of my system. http://www.mediafire.com/download/x7ga7k7vpsg2ztg Tested under zdoom but it should work under any limit removing source port. 0 Share this post Link to post
scifista42 Posted January 1, 2014 Does the player start have to stay in its position too, or can it be moved? This challenge seems like a good idea, I may give it a try when I finish if I finish when I don't finish after I finish my DWMP2013 submission. 0 Share this post Link to post
Magnusblitz Posted January 1, 2014 jazzmaster9 said:Here's my Map, "Hell Patrol" for Zdoom, based on DooM 64's Cat and Mouse. https://www.mediafire.com/?l94084kcx2jqw02 Interesting mechanic. I usually dislike the silent teleports, but I think the level only works because of it. Both my deaths came went he silently teleported at the end of a dark hallway and I couldn't see him until the rocket splattered me apart. :P Vile1011 said:I probably went overboard on the detail, but I haven't mapped in years and just had to get it all out of my system. http://www.mediafire.com/download/x7ga7k7vpsg2ztg Tested under zdoom but it should work under any limit removing source port. I agree that it's really overboard on the detail (a lot of this is because of all the clashing textures used) but I like the setup - good way of turning that hallway into a whole level (and made for a good opposite to Jazzmaster's cat-and-mouse map). 0 Share this post Link to post
killer2 Posted January 1, 2014 Vile1011 said:I probably went overboard on the detail, but I haven't mapped in years and just had to get it all out of my system. http://www.mediafire.com/download/x7ga7k7vpsg2ztg Tested under zdoom but it should work under any limit removing source port. This is really cool! Fun to play, and well detailed as well. I'd recommend you start mapping again! P.S.:I know this is nitpicking, but I think you misplaced the secret trigger. 0 Share this post Link to post
Inkie Posted January 2, 2014 Here you go. Made a single player map for Boom. A small techbase in the sky stuffed with enemies with a hint of a more classic feel. http://www.mediafire.com/download/8bbgg668w7ass7n/Uninteresting.wad 0 Share this post Link to post
Cynical Posted January 2, 2014 Quick question: we can't move the weapons, but are we allowed to raise the floor underneath them to create high pedestals, so they can't be grabbed without hitting a switch? 0 Share this post Link to post
Alfonzo Posted January 2, 2014 Name: Millstone Incendiaries Author(s): Alfonzo Build Time: 2 days Editor(s) Used: Doom Builder 2, SLADE Source Port: Boom compatible Music: "Economy of Truth" by Jimmy Difficulty settings: UV only (pending) Deathmatch: No Co-op: Yes Author comments: I started making this level immediately after seeing the thread two days ago, and have succeeded in smashing the hallway beyond all recognisability. The general layout of the template remains intact, however, with player movements accurately corresponding to where the connections, nooks and recesses were to begin with, and the weapons, exit and teleport setup unmoved. I hope it's a valid submission. T'was fun, in any case! Are you planning on releasing these maps as part of a small pack of some sort? Perhaps additional challenges could be put forward? 0 Share this post Link to post
dobu gabu maru Posted January 2, 2014 ^ I'll probably compile everything seeing as this is getting enough attention to warrant a release. Your map looks nothing like the original template but I kinda like seeing what people do with the starting draft, whether or not they stick with its textures and shape or go hog wild as you did. I've been considering expanding on this idea if we wanted a bigger release, like say offering three maps to chose from each with a few minor vague bullet points (eg ends with a cyberdemon battle, needs a nukage run, uses crushers in X hallways, rocket launcher is first weapon given) but I'm unsure whether people would find these requirements too strict or not. If I do make more templates, I'll try my best to keep them small and asymmetrical though. Cynical said:Quick question: we can't move the weapons, but are we allowed to raise the floor underneath them to create high pedestals, so they can't be grabbed without hitting a switch? Yup, that was actually the intention for my map. 0 Share this post Link to post
killer2 Posted January 2, 2014 I think the project would benefit from more templates to choose from so there is more variety. 0 Share this post Link to post
chesse20 Posted January 2, 2014 https://www.dropbox.com/s/xh8go81a7nuc0pc/shrek4.wad done use in opengl mode if you have it for best results but works fine in normal zdoom and zandro edit: the map is there somewhere it loads in doombuilder but its not working for me edit2: works in zdoom 0 Share this post Link to post
killer2 Posted January 2, 2014 chesse20 said:https://www.dropbox.com/s/xh8go81a7nuc0pc/shrek4.wad done use in opengl mode if you have it for best results but works fine in normal zdoom and zandro edit: the map is there somewhere it loads in doombuilder but its not working for me edit2: works in zdoom What's up with this trolling? 0 Share this post Link to post
chesse20 Posted January 3, 2014 killer2 said:What's up with this trolling? um im not trolling its called good map design i put alot of effort 0 Share this post Link to post
Vile1011 Posted January 3, 2014 Alfonzo said:Name: Millstone Incendiaries Author(s): Alfonzo Build Time: 2 days Editor(s) Used: Doom Builder 2, SLADE Source Port: Boom compatible I think you're just an extra ammo pack or two away from a winner here. I spent most of the map down to just a few bullets and shells and only made it out by running into a safe corner as soon as I got the berzerker and then just punching whatever came by. 0 Share this post Link to post