MarketAnarchy Posted March 6, 2020 (edited) I'm working on a wad that limits the number of sectors to be equal to the map number. The same limitation applies to weapons and items. Monsters, however, must be X² in number. This means: level one has one monster, one sector, one weapon, and one item (ammo, health, or power-up); level two has four monsters, two sectors, two weapons, and two items; level three has nine monsters, three sectors, three weapons, and three items; and so on until level thirty two which has one thousand twenty-four monsters, thirty-two sectors, thirty-two weapons, and thirty-two items. Each level will have difficulty settings, but the same total # of monsters, weapons and items. Some of the maps are modified versions of fights from other wads that are interesting or difficult with some aesthetic intros. Map 32 is a re-work of Insane Gazebo's The Hag's Finger from Sunder. If you think I should stream the development, let me know. Robert Screenshots Updated below (more specifically in replies below) Level 1: Spoiler Level 2 Spoiler Level 7 Spoiler Map 12 Spoiler Edited April 20, 2022 by MarketAnarchy : moved images to external site 36 Share this post Link to post
IvanDobrovski Posted March 6, 2020 So are you using just midtextures for this? That's... kinda insane not gonna lie. I'm also wondering how you're going to manage 1024 monsters with just 32 items. 7 Share this post Link to post
MarketAnarchy Posted March 6, 2020 9 minutes ago, IvanDobrovski said: So are you using just midtextures for this? That's... kinda insane not gonna lie. I'm also wondering how you're going to manage 1024 monsters with just 32 items. Yes, it's 1, 4, 9 etc. sectors with just mid-textures for a lot of things. I use other tricks as well. 32 weapons can be 32 rocket launchers or 32 BFGs and add 32 cell packs against 1024 imps and you've got a map that's doable. In 32, to try to recreate the Sunder map in feel, I'll give them an SSG and probably a good number of shotgunners for ammo for a couple of the less important fights. I may end up providing telefrag or crusher solutions as well. The 3rd map has you telefrag most of the enemies. Robert 3 Share this post Link to post
Bridgeburner56 Posted March 6, 2020 I've tested a bunch of these maps so far and they have been interesting and fun. Definitely an unusual concept and one that has translated to good gameplay surprisingly well. Looking forward to the full set 1 Share this post Link to post
Walter confetti Posted March 6, 2020 Interesting concept and really good looking maps! 1 Share this post Link to post
MarketAnarchy Posted March 7, 2020 Thanks for the feedback Walter & BB. 2 Share this post Link to post
Tango Posted March 7, 2020 these screenshots look fantastic :D but if you don't change those skies i'm gonna start a riot 6 Share this post Link to post
MarketAnarchy Posted March 7, 2020 14 hours ago, Tango said: these screenshots look fantastic :D but if you don't change those skies i'm gonna start a riot Thanks Tango! 2 Share this post Link to post
MarketAnarchy Posted March 7, 2020 (edited) another fight in map 32 figured out. Edited April 20, 2022 by MarketAnarchy : moved images to external site 1 Share this post Link to post
MarketAnarchy Posted March 16, 2020 (edited) One of the towers is looking damn good. Edited April 20, 2022 by MarketAnarchy : moved images to external site 2 Share this post Link to post
MarketAnarchy Posted March 16, 2020 (edited) A few changes to one of the platforming areas: Edited April 19, 2021 by MarketAnarchy : upload limit 1 Share this post Link to post
MarketAnarchy Posted March 20, 2020 (edited) I updated the external image of Hag's Finger redux to this: Edited April 20, 2022 by MarketAnarchy : moved images to external site 5 Share this post Link to post
Denim Destroyer Posted March 20, 2020 Nice looking maps with an interesting concept. Can't wait to play the full thing! 1 Share this post Link to post
MarketAnarchy Posted May 26, 2020 (edited) Screenshots from Map 15 in development Spoiler Spoiler Spoiler Edited April 20, 2022 by MarketAnarchy : moved images to external site 3 Share this post Link to post
MarketAnarchy Posted July 15, 2020 (edited) Additional screenshots: Map 1 (one sector): Spoiler Map 6 (six sectors): Spoiler Edited April 20, 2022 by MarketAnarchy : moved images to external site 2 Share this post Link to post
golbeeze Posted July 15, 2020 I really like the concept behind this and eagerly await further development. 1 Share this post Link to post
MarketAnarchy Posted August 24, 2020 (edited) Screenshot from map 17: Spoiler Edited April 20, 2022 by MarketAnarchy : moved images to external site 1 Share this post Link to post
MarketAnarchy Posted August 24, 2020 (edited) another one from 17: Spoiler Edited April 20, 2022 by MarketAnarchy : moved images to external site 2 Share this post Link to post
MarketAnarchy Posted September 30, 2020 (edited) Screenshots from map 11. Again, only 11 sectors. 121 monsters. Spoiler Edited April 20, 2022 by MarketAnarchy : moved images to external site 1 Share this post Link to post
MarketAnarchy Posted October 25, 2020 (edited) I've decided to make all the maps PRBoom+ maps. Screenshot from map 13: Spoiler Edited April 20, 2022 by MarketAnarchy : moved images to external site 1 Share this post Link to post
TheMagicMushroomMan Posted October 25, 2020 "32 Doom maps for math teachers" 1 Share this post Link to post
Gez Posted October 25, 2020 On mercredi 15 juillet 2020 at 6:51 PM, MarketAnarchy said: Spoiler Faking a different floor texture by spamming midtextures along the floor? This map will be interesting for benchmarking, I think. :p 1 Share this post Link to post
MarketAnarchy Posted October 25, 2020 2 hours ago, Gez said: Faking a different floor texture by spamming midtextures along the floor? Actually it's a tall midtexture that does the ceiling and the floor so 1/2 the # of textures were needed. It also has a door that opens as you start the level. :) 0 Share this post Link to post
Gez Posted October 25, 2020 Okay, color me intrigued. How does a door work when there's only one sector? 0 Share this post Link to post
MarketAnarchy Posted October 25, 2020 23 minutes ago, Gez said: Okay, color me intrigued. How does a door work when there's only one sector? All textures are lower unpegged, except for the fake door mid textures which are upper unpegged. Walk over linedef triggers "lower floor by shortest lower texture" 1x and that lower texture is the appropriate height. 2 Share this post Link to post
MarketAnarchy Posted April 19, 2021 (edited) Updated screenshots Map 1 (one sector) Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Map 5 (5 sectors) Spoiler Spoiler Map 6 (six sectors) Spoiler Spoiler Map 8 (eight sectors) Spoiler Spoiler Spoiler Map 9 (nine sectors) Spoiler Spoiler Spoiler Map 14 (fourteen sectors) Spoiler Spoiler Spoiler Spoiler Spoiler Map 16 (sixteen sectors) Spoiler Spoiler Map 20 Spoiler Map 21 Spoiler Spoiler Spoiler Spoiler Map 22: Spoiler Edited April 19, 2021 by MarketAnarchy 6 Share this post Link to post
Jacek Bourne Posted April 19, 2021 I like the look of this. I will be checking in every now and then to see progress. 1 Share this post Link to post
1Destro3456 Posted April 19, 2021 That looks so awesome, the screenshots looks good. I wonder how will map 32 will play out. 1 Share this post Link to post
Death Egg Posted April 19, 2021 Can't wait for the map with 1 sector, 1 enemy, 1 item, and 1 weapon. 1 Share this post Link to post