Not Jabba Posted May 22, 2018 The hardest mapping lesson I've learned so far was from The Wayfarer e1m4, where I set up the main building as a giant, smooth oval. It's really hard to detail a wall that's placed at a random angle. If you're working with a horizontal/vertical/45-degree/135-degree wall, you can align your detailing to the grid. If the wall is at a 32-degree angle or whatever, you're stuck with turning off grid snap and just trying to eyeball it, and anything you want to copy/paste onto a connecting wall that's also at a weird angle will be a nightmare. 3 Share this post Link to post
Bauul Posted May 22, 2018 37 minutes ago, Aquila Chrysaetos said: We should frame that and put it up in the Louvre, that's beautiful. Respect to you, sir, for managing to complete that monstrosity exactly the way you intended, or at least in line with the idea. Thanks! Once I realized it could be done, I couldn't face not seeing it through to the bitter end. Aside from few little things, it did turn out more or less how I originally envisioned it. 2 Share this post Link to post
Szymanski Posted May 22, 2018 One room complete, 14 years and counting 2 Share this post Link to post
Xyzzу Posted May 22, 2018 (edited) 2 hours ago, Bauul said: I laughed that for those of us who worked on Confinement 256, we all instantly thought of that! I'm rolling over here! XD I had no idea that ACS script was that long! 3 hours ago, Rook said: Just on the subject of map layout images: the ones I like best are the ones produced by SLADE3 - I've always thought they are intelligible and very pleasant to look at. Having said that, I don't think I've tested it on particularly large maps. Yeah I like SLADE's map views the most, too. I can just feel the ages of toiling in the map editor looking at people's maps here! I always thought when looking at screenshots of maps people are making in the Post Your Doom Picture and What are you working on? threads just "how long it took to make those things?!" and "surely it was no easy or quick task!" which is why I started this thread. 'Cuz when people play your maps, they're not gonna see what it took to bring them into existence, regardless if the map was good or not! 1 Share this post Link to post
Dragonfly Posted May 22, 2018 Seeing bauul's ACS reminds me. The nonsense I put together for my first Vinesauce Map was immeasurably tedious. I'm amazed I got it out in time, though it's noticeable with how 'randomly drawn' the map is. Link to both the map and a type up about it's creation: https://www.dfdoom.com/project/nightlife-vinesauce-mapping-contest-2016/ ACS below. Spoiler #include "ZCommon.acs" Script 101 (void) { Thing_Stop(0); SetPlayerProperty(0, 1, PROP_FROZEN); ThrustThing(0, 16, 1, 0); ThrustThingZ(0, 140, 0, 0); delay(50); SetPlayerProperty(0, 0, PROP_FROZEN); } int switchCounter = 0; Script 102 (void) { switchCounter++; if(switchCounter < 4) { tagwait(27); floor_lowerByValue(27, 16, 32); } else { floor_lowerByValue(27, 16, 160); floor_lowerByValue(28, 4, 62); } } int haveSomePatience = 0; Script 103 (void) { if(haveSomePatience == 0) { haveSomePatience++; floor_raisebyvalue(36, 80, 285); tagwait(36); delay(50); floor_lowerbyvalue(36, 80, 285); tagwait(36); haveSomePatience--; } } int fightScene = 42; Script 104 (void) { while(fightScene < 50) { Thing_SpawnFacing(fightScene, T_Zombie, 0, 199); fightScene++; delay(20); } fightScene = 42; delay(40); while(fightScene < 50) { Thing_SpawnFacing(fightScene, T_IMP, 0, 199); fightScene++; delay(20); } fightScene = 42; delay(40); while(fightScene < 50) { Thing_SpawnFacing(fightScene, T_Demon, 0, 199); fightScene++; delay(20); } fightScene = 42; while(ThingCount(T_NONE, 199) > 0) { delay(10); } floor_lowerbyvalue(50, 32, 188); } Script 105 (void) { floor_lowerbyvalue(41,999,128); Thing_SpawnFacing(51, T_Shotguy, 1, 0); Thing_SpawnFacing(52, T_Chainguy, 1, 0); Thing_SpawnFacing(53, T_Hellknight, 1, 0); } Script 106 (void) { FadeTo(255, 255, 255, 1.0, 3.0); SetPlayerProperty(0, 1, PROP_TOTALLYFROZEN); Delay(140); Exit_Normal(0); } Script 1 (void) { SetActorProperty(0, APROP_SPEED, 2.0); } Script 2 (void) { SetActorProperty(0, APROP_SPEED, 3.0); } Script 3 (void) { SetActorProperty(0, APROP_SPEED, 4.0); } Script 4 (void) { SetActorProperty(0, APROP_SPEED, 1.0); } Script 5 (void) { Thing_Stop(0); SetPlayerProperty(0, 1, PROP_FROZEN); ThrustThing(128, 80, 1, 0); ThrustThingZ(0, 32, 0, 0); delay(1); SetPlayerProperty(0, 0, PROP_FROZEN); } int r = 255; int g = 255; int b = 255; int vargskelethor = 7; int firstRunA = 1; int firstRunB = 1; int firstRunC = 1; script 6 (void) { if(firstRunA == 1) { delay(540); firstRunA--; } ACS_Execute(7, 0, 0, 0, 0); while(true) { if(vargskelethor == 1) { if(b <= 5) { vargskelethor = 2; } b-=5; } else if(vargskelethor == 2) { if(g >= 250) { vargskelethor = 3; } g+=5; } else if(vargskelethor == 3) { if(r <= 5) { vargskelethor = 4; } r-=5; } else if(vargskelethor == 4) { if(b >= 250) { vargskelethor = 5; } b+=5; } else if(vargskelethor == 5) { if(g <= 5) { vargskelethor = 6; } g-=5; } else if(vargskelethor == 6) { if(r >= 250) { vargskelethor = 1; } r+=5; } else if(vargskelethor == 7) { if(g <= 5) { vargskelethor = 1; } g-=5; b-=5; } sector_setcolor(5, r, g, b, 0); sector_setcolor(7, r, g, b, 0); sector_setcolor(8, r, g, b, 0); delay(1); } } int delayCount = 0; int delayTotalCount = 0; int delayVal = 33; script 7 (void) { while(true) { delayVal = 33; delayCount++; delayTotalCount++; if(delayCount == 3) { delayVal = 34; delayCount = 0; } if(delayTotalCount == 17){ Light_Fade(5, 0, 16); Light_Fade(7, 255, 0); Light_Fade(8, 255, 0); Light_Fade(7, 0, delayVal / 2); Light_Fade(8, 0, delayVal / 2); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(8, 255, 0); Light_Fade(7, 0, delayVal / 2); Light_Fade(8, 0, delayVal / 2); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); floor_lowerbyvalue(5, 9999, 512); floor_lowerbyvalue(6, 9999, 512); floor_lowerbyvalue(7, 9999, 512); floor_lowerbyvalue(9, 9999, 512); floor_lowerbyvalue(10, 9999, 512); floor_lowerbyvalue(11, 9999, 512); floor_lowerbyvalue(12, 9999, 512); delay(4); Light_Fade(13, 255, 0); Light_Fade(13, 0, 6); delay(10); floor_raisebyvalue(5, 9999, 512); floor_raisebyvalue(6, 9999, 512); floor_raisebyvalue(7, 9999, 512); floor_raisebyvalue(9, 9999, 512); floor_raisebyvalue(10, 9999, 512); floor_raisebyvalue(11, 9999, 512); floor_raisebyvalue(12, 9999, 512); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 0, 10); Light_Fade(6, 0, 10); Light_Fade(7, 0, 10); Light_Fade(9, 0, 10); Light_Fade(10, 0, 10); Light_Fade(11, 0, 10); Light_Fade(12, 0, 10); delay(10); floor_lowerbyvalue(5, 9999, 512); floor_lowerbyvalue(6, 9999, 512); floor_lowerbyvalue(7, 9999, 512); floor_lowerbyvalue(9, 9999, 512); floor_lowerbyvalue(10, 9999, 512); floor_lowerbyvalue(11, 9999, 512); floor_lowerbyvalue(12, 9999, 512); delay(13); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE1"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 8); delay(16); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE9"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 8); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE6"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE7"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE8"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE4"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 10); delay(10); floor_raisebyvalue(5, 9999, 512); floor_raisebyvalue(6, 9999, 512); floor_raisebyvalue(7, 9999, 512); floor_raisebyvalue(9, 9999, 512); floor_raisebyvalue(10, 9999, 512); floor_raisebyvalue(11, 9999, 512); floor_raisebyvalue(12, 9999, 512); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 0, 10); Light_Fade(6, 0, 10); Light_Fade(7, 0, 10); Light_Fade(9, 0, 10); Light_Fade(10, 0, 10); Light_Fade(11, 0, 10); Light_Fade(12, 0, 10); ACS_Terminate(7, 0); } else { Light_Fade(7, 255, 0); Light_Fade(8, 255, 0); Light_Fade(7, 0, delayVal / 2); Light_Fade(8, 0, delayVal / 2); } delay(delayVal); } } Script 8 (void) { delay(1410); Light_Fade(5, 255, 0); delay(4); Light_Fade(5, 0, 4); delay(12); Light_Fade(7, 255, 0); delay(4); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); delay(4); Light_Fade(5, 0, 4); delay(12); Light_Fade(7, 255, 0); delay(4); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); delay(4); Light_Fade(5, 0, 4); delay(12); Light_Fade(7, 255, 0); delay(5); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); delay(4); Light_Fade(5, 0, 4); delay(12); Light_Fade(7, 255, 0); delay(4); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(8); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(8); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(8); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(8); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(8); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(9); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(8); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(8); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(5); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); floor_lowerbyvalue(13, 9999, 1024); floor_lowerbyvalue(15, 9999, 1024); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE2"); delay(2); Light_Fade(15, 255, 0); Light_Fade(15, 0, 8); delay(8); floor_raisebyvalue(13, 9999, 1024); floor_raisebyvalue(15, 9999, 1024); delay(8); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE9"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 8); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE6"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE7"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE8"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE1"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 10); delay(19); Light_Fade(5, 255, 0); Light_Fade(7, 255, 0); Light_Fade(5, 0, 4); Light_Fade(7, 0, 4); } Script 9 (void) { if(firstRunB == 1) { delay(1740); firstRunB--; } floor_lowerbyvalue(13, 9999, 1024); floor_lowerbyvalue(15, 9999, 1024); delay(3); Light_Fade(15, 255, 0); Light_Fade(15, 0, 8); delay(8); sector_setcolor(15, 255, 0, 0, 0); delay(8); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(8); sector_setcolor(15, 255, 255, 255, 0); delay(8); Light_Fade(15, 255, 0); Light_Fade(15, 0, 8); delay(9); sector_setcolor(15, 0, 255, 0, 0); delay(8); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(9); floor_raisebyvalue(13, 9999, 1024); floor_raisebyvalue(15, 9999, 1024); delay(8); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE3"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 8); delay(8); floor_lowerbyvalue(13, 9999, 1024); floor_lowerbyvalue(15, 9999, 1024); sector_setcolor(15, 255, 255, 255, 0); delay(10); Light_Fade(15, 255, 0); Light_Fade(15, 0, 8); delay(10); sector_setcolor(15, 0, 0, 255, 0); delay(8); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(10); sector_setcolor(15, 255, 255, 255, 0); delay(8); Light_Fade(15, 255, 0); Light_Fade(15, 0, 8); delay(10); sector_setcolor(15, 255, 0, 255, 0); delay(8); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(16); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); delay(17); Light_Fade(15, 150, 0); Light_Fade(15, 0, 8); ACS_Terminate(10, 0); if(firstRunB != 1) { delay(10); sector_setcolor(15, 0, 255, 255, 0); delay(8); Light_Fade(15, 80, 120); delay(128); } else{ firstRunA = 1; firstRunB = 1; firstRunC = 1; ACS_Execute(6, 0, 0, 0, 0); ACS_Execute(8, 0, 0, 0, 0); ACS_Execute(9, 0, 0, 0, 0); ACS_Execute(10, 0, 0, 0, 0); ACS_Execute(11, 0, 0, 0, 0); ACS_Execute(12, 0, 0, 0, 0); } } Script 10 (void) { if(firstRunC == 1) { delay(1740); firstRunC--; } Sector_SetColor(5, 255, 255, 255, 0); Sector_SetColor(6, 255, 255, 255, 0); Sector_SetColor(7, 255, 255, 255, 0); Sector_SetColor(9, 255, 255, 255, 0); Sector_SetColor(10, 255, 255, 255, 0); Sector_SetColor(11, 255, 255, 255, 0); Sector_SetColor(12, 255, 255, 255, 0); delay(3); while(true) { Light_Fade(5, 255, 0); Light_Fade(7, 255, 0); Light_Fade(5, 0, 4); Light_Fade(7, 0, 4); delay(16); Light_Fade(9, 255, 0); Light_Fade(9, 0, 4); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 4); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 4); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 4); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 4); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 4); delay(10); Light_Fade(9, 255, 0); Light_Fade(9, 0, 4); delay(9); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(9); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(16); Light_Fade(12, 255, 0); Light_Fade(12, 0, 4); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 4); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 4); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 4); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 4); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 10); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 4); delay(10); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(9); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); Light_Fade(7, 255, 0); Light_Fade(5, 0, 4); Light_Fade(7, 0, 4); delay(16); Light_Fade(9, 255, 0); Light_Fade(9, 0, 4); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 4); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 4); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 4); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 4); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 4); delay(10); Light_Fade(9, 255, 0); Light_Fade(9, 0, 4); delay(9); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(9); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(16); Light_Fade(12, 255, 0); Light_Fade(12, 0, 4); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 4); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 4); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 4); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 4); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 10); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 4); delay(10); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(9); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(9); } } Script 11 (void) { Delay(2950); floor_lowerbyvalue(13, 9999, 1024); floor_lowerbyvalue(15, 9999, 1024); Delay(1); sector_setcolor(15, 0, 255, 255, 0); Light_Fade(15, 120, 0); Light_Fade(15, 0, 200); ACS_Terminate(6, 0); sector_setcolor(6, 0, 255, 255, 0); sector_setcolor(7, 255, 255, 0, 0); sector_setcolor(9, 255, 0, 255, 0); sector_setcolor(12, 255, 0, 255, 0); int looper = 16; while (looper > 0) { Light_Fade(6, 120, 17); Light_Fade(7, 120, 17); Light_Fade(9, 120, 17); Light_Fade(12, 120, 17); delay(17); Light_Fade(6, 60, 17); Light_Fade(7, 60, 17); Light_Fade(9, 60, 17); Light_Fade(12, 60, 17); delay(17); looper--; } Light_Fade(6, 0, 4); Light_Fade(7, 0, 4); Light_Fade(9, 0, 4); Light_Fade(12, 0, 4); } Script 12 (void) { Delay(3464); floor_lowerbyvalue(13, 9999, 1024); floor_lowerbyvalue(15, 9999, 1024); Sector_setColor(7, 250, 125, 0, 0); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(5); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); sector_setcolor(15, 255, 255, 255, 0); Light_Fade(15, 255, 0); Light_Fade(15, 0, 8); Sector_setColor(7, 250, 125, 0, 0); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 160, 0); Light_Fade(7, 0, 16); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Sector_setColor(7, 0, 250, 125, 0); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 160, 0); Light_Fade(7, 0, 16); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Sector_setColor(7, 125, 0, 250, 0); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 160, 0); Light_Fade(7, 0, 16); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Sector_setColor(7, 0, 125, 250, 0); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 160, 0); Light_Fade(7, 0, 16); Light_Fade(10, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Sector_setColor(7, 250, 0, 125, 0); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 160, 0); Light_Fade(7, 0, 16); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Sector_setColor(7, 125, 250, 0, 0); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 160, 0); Light_Fade(7, 0, 16); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Sector_setColor(7, 250, 0, 250, 0); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 160, 0); Light_Fade(7, 0, 16); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Sector_setColor(7, 250, 250, 0, 0); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 160, 0); Light_Fade(7, 0, 16); Light_Fade(10, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 12); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(5); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(6); floor_raisebyvalue(13, 9999, 1024); floor_raisebyvalue(15, 9999, 1024); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(7, 255, 0); Light_Fade(8, 255, 0); Light_Fade(7, 0, delayVal / 2); Light_Fade(8, 0, delayVal / 2); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); delay(4); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); delay(4); Light_Fade(9, 255, 0); Light_Fade(9, 0, 6); delay(4); Light_Fade(10, 255, 0); Light_Fade(10, 0, 6); delay(4); Light_Fade(11, 255, 0); Light_Fade(11, 0, 6); floor_raisebyvalue(13, 9999, 1024); floor_raisebyvalue(15, 9999, 1024); delay(4); floor_raisebyvalue(13, 9999, 1024); floor_raisebyvalue(15, 9999, 1024); Light_Fade(12, 255, 0); Light_Fade(12, 0, 6); floor_lowerbyvalue(5, 9999, 512); floor_lowerbyvalue(6, 9999, 512); floor_lowerbyvalue(7, 9999, 512); floor_lowerbyvalue(9, 9999, 512); floor_lowerbyvalue(10, 9999, 512); floor_lowerbyvalue(11, 9999, 512); floor_lowerbyvalue(12, 9999, 512); delay(4); Light_Fade(13, 255, 0); Light_Fade(13, 0, 6); delay(10); floor_raisebyvalue(5, 9999, 512); floor_raisebyvalue(6, 9999, 512); floor_raisebyvalue(7, 9999, 512); floor_raisebyvalue(9, 9999, 512); floor_raisebyvalue(10, 9999, 512); floor_raisebyvalue(11, 9999, 512); floor_raisebyvalue(12, 9999, 512); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 0, 10); Light_Fade(6, 0, 10); Light_Fade(7, 0, 10); Light_Fade(9, 0, 10); Light_Fade(10, 0, 10); Light_Fade(11, 0, 10); Light_Fade(12, 0, 10); delay(10); floor_lowerbyvalue(5, 9999, 512); floor_lowerbyvalue(6, 9999, 512); floor_lowerbyvalue(7, 9999, 512); floor_lowerbyvalue(9, 9999, 512); floor_lowerbyvalue(10, 9999, 512); floor_lowerbyvalue(11, 9999, 512); floor_lowerbyvalue(12, 9999, 512); delay(13); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE1"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 8); delay(16); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE9"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 8); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE6"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE7"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE8"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE4"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 10); delay(10); floor_raisebyvalue(5, 9999, 512); floor_raisebyvalue(6, 9999, 512); floor_raisebyvalue(7, 9999, 512); floor_raisebyvalue(9, 9999, 512); floor_raisebyvalue(10, 9999, 512); floor_raisebyvalue(11, 9999, 512); floor_raisebyvalue(12, 9999, 512); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 80, 10); Light_Fade(6, 80, 10); Light_Fade(7, 80, 10); Light_Fade(9, 80, 10); Light_Fade(10, 80, 10); Light_Fade(11, 80, 10); Light_Fade(12, 80, 10); delay(10); Light_Fade(5, 120, 10); Light_Fade(6, 120, 10); Light_Fade(7, 120, 10); Light_Fade(9, 120, 10); Light_Fade(10, 120, 10); Light_Fade(11, 120, 10); Light_Fade(12, 120, 10); delay(10); Light_Fade(5, 0, 10); Light_Fade(6, 0, 10); Light_Fade(7, 0, 10); Light_Fade(9, 0, 10); Light_Fade(10, 0, 10); Light_Fade(11, 0, 10); Light_Fade(12, 0, 10); delay(28); Light_Fade(5, 255, 0); delay(4); Light_Fade(5, 0, 4); delay(12); Light_Fade(7, 255, 0); delay(4); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); delay(4); Light_Fade(5, 0, 4); delay(12); Light_Fade(7, 255, 0); delay(4); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); delay(4); Light_Fade(5, 0, 4); delay(12); Light_Fade(7, 255, 0); delay(5); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); delay(4); Light_Fade(5, 0, 4); delay(12); Light_Fade(7, 255, 0); delay(4); Light_Fade(7, 0, 4); delay(12); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(8); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(8); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(8); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(8); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(8); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(9); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(8); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(8); floor_lowerbyvalue(13, 9999, 1024); floor_lowerbyvalue(15, 9999, 1024); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); floor_raisebyvalue(13, 9999, 1024); floor_raisebyvalue(15, 9999, 1024); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(5); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); Light_Fade(5, 255, 0); Light_Fade(5, 0, 4); delay(4); Light_Fade(7, 255, 0); Light_Fade(7, 0, 4); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE2"); delay(2); Light_Fade(15, 255, 0); Light_Fade(15, 0, 8); delay(8); delay(8); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE9"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 8); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE6"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE7"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE8"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 3); delay(4); SetLineTexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "BIGLITE1"); Light_Fade(13, 255, 0); Light_Fade(13, 0, 10); delay(19); Light_Fade(5, 255, 0); Light_Fade(7, 255, 0); Light_Fade(5, 0, 4); Light_Fade(7, 0, 4); delay(16); ACS_Execute(9, 0, 0, 0, 0); ACS_Execute(10, 0, 0, 0, 0); } Script 13 (void) { delay(5759); ACS_Terminate(6, 0); ACS_Terminate(8, 0); ACS_Terminate(9, 0); ACS_Terminate(10, 0); ACS_Terminate(11, 0); ACS_Terminate(12, 0); vargskelethor = 7; firstRunA = 1; firstRunB = 1; firstRunC = 1; r = 255; g = 255; b = 255; delayCount = 0; delayTotalCount = 0; delayVal = 33; delay(1); light_fade(5, 255, 0); light_fade(8, 255, 0); light_fade(6, 0, 0); light_fade(7, 0, 0); light_fade(9, 0, 0); light_fade(10, 0, 0); light_fade(11, 0, 0); light_fade(12, 0, 0); light_fade(13, 0, 0); light_fade(15, 0, 0); ACS_Execute(6, 0, 0, 0, 0); ACS_Execute(8, 0, 0, 0, 0); ACS_Execute(9, 0, 0, 0, 0); ACS_Execute(10, 0, 0, 0, 0); ACS_Execute(11, 0, 0, 0, 0); ACS_Execute(12, 0, 0, 0, 0); ACS_Execute(13, 0, 0, 0, 0); PlaySound(0, "D_NIGHTL", CHAN_BODY, 1.0, FALSE, ATTN_NONE, FALSE); } script 99 open { /* SetPlayerProperty(0, 1, PROP_TOTALLYFROZEN); FadeTo(0, 0, 0, 1.0, 0.0); Delay(20); SetFont("BigFont"); HudMessageBold(s:"Please note:\n\nPausing the game and viewing the console\nunfortunately desync the light show."; HUDMSG_FADEOUT, 1, CR_WHITE, 0.5, 0.5, 15.0, 2.5); HudMessageBold(s:"Music: '\ciNekozilla - \cdDifferent Heaven'."; HUDMSG_FADEOUT, 2, CR_WHITE, 0.95, 0.95, 15.0, 2.5); HudMessageBold(s:"Mapper: '\cmDragon\ctfly\cj'."; HUDMSG_FADEOUT, 3, CR_WHITE, 0.05, 0.95, 15.0, 2.5); HudMessageBold(s:"This was made for the Vinesauce Doom Mapping Contest in 2016"; HUDMSG_FADEOUT, 4, CR_GREEN, 0.5, 0.05, 15.0, 2.5); HudMessageBold(s:"All textures may be used for free, please supply credit."; HUDMSG_FADEOUT, 5, CR_BLACK, 0.5, 0.1, 15.0, 2.5); HudMessageBold(s:"10"; HUDMSG_FADEOUT, 6, CR_GREEN, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"9"; HUDMSG_FADEOUT, 6, CR_GREEN, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"8"; HUDMSG_FADEOUT, 6, CR_GREEN, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"7"; HUDMSG_FADEOUT, 6, CR_YELLOW, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"6"; HUDMSG_FADEOUT, 6, CR_YELLOW, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"5"; HUDMSG_FADEOUT, 6, CR_ORANGE, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"4"; HUDMSG_FADEOUT, 6, CR_ORANGE, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"3"; HUDMSG_FADEOUT, 6, CR_RED, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"2"; HUDMSG_FADEOUT, 6, CR_RED, 0.9, 0.5, 0.8, 0.2); Delay(35); HudMessageBold(s:"1"; HUDMSG_FADEOUT, 6, CR_RED, 0.9, 0.5, 0.8, 0.2); Delay(35); */ Floor_LowerToLowest(60, 9999); FadeTo(0, 0, 0, 0.0, 1.5); } script 100 (void) { floor_lowertolowest(59,255); ACS_Execute(6, 0, 0, 0, 0); ACS_Execute(8, 0, 0, 0, 0); ACS_Execute(9, 0, 0, 0, 0); ACS_Execute(10, 0, 0, 0, 0); ACS_Execute(11, 0, 0, 0, 0); ACS_Execute(12, 0, 0, 0, 0); ACS_Execute(13, 0, 0, 0, 0); PlaySound(0, "D_NIGHTL", CHAN_BODY, 1.0, FALSE, ATTN_NONE, FALSE); teleport(0, 99, true); } // For reference, each beat in the song is approximately 16.4 tics long. 4 Share this post Link to post
DMPhobos Posted May 22, 2018 4 minutes ago, Dragonfly said: Seeing bauul's ACS reminds me. The nonsense I put together for my first Vinesauce Map was immeasurably tedious. I'm amazed I got it out in time, though it's noticeable with how 'randomly drawn' the map is. When i first saw the map on the contest VOD, the first thing that came to my mind was "syncing that light show sure must have been an ACS nightmare" hehe 1 Share this post Link to post
Urthar Posted May 22, 2018 This probably would have worked with an actual portal system, but the limitations of silent teleport lines proved too much for me, and ultimately the layout itself was only interesting from a technical stand point. It either would have required no monsters at all, or very tight lock-ins for every encounter since you couldn't have anything interactive within line of sight of a teleport line. Even just keeping the texture alignments constant across all the duplicated sections was an on going struggle. And since I had no idea where any of this was going, my motivation to work on the map just kept falling away. Eventually after spenting 2 months without even opening the editor, I decided I had strayed beyond merely stretching the limits, to working actively against what the format did best. So I restarted from scratch and built a much simpler transforming level, which only took a couple of weeks in the end. 9 Share this post Link to post
Pieruskwurje Posted May 22, 2018 Spoiler I'm never touching this map ever again. 16 Share this post Link to post
spd7693 Posted May 22, 2018 ^ That looks like Map 32 from Doom 2 The Way iD Did. It really looks like a nightmare to be made. 0 Share this post Link to post
Dragonfly Posted May 22, 2018 10 minutes ago, Pieruskwurje said: I'm never touching this map ever again. Do you happen to have an in game screenshot to hand? :) 1 Share this post Link to post
Aquila Chrysaetos Posted May 22, 2018 It looks to me like it's supposed to be a gargantuan canyon. I can see how you'd be done with it. 0 Share this post Link to post
Misty Posted May 22, 2018 Every speedmap was some kind of development nightmare due pressure and stress. But it helped me reach god speed in mapping, where I need quicklu decide what to do. I had map called "boiling caves", but never finished due inexperience, it's dragged in development hell forever. 2 Share this post Link to post
Pegleg Posted May 22, 2018 (edited) 43 minutes ago, Myst.Haruko said: Every speedmap was some kind of development nightmare due pressure and stress Yes. Some people absolutely love speedmapping, but I find it stressful. Granted, I've only done 2 such maps, and they were both 1 hour speedmaps, but still, ugh. Especially since I apparently have an innate need to have textures aligned/pegged/etc. properly, even on "charmingly unpolished" speedmaps. Actually, I still haven't released that second map because, although I haven't actually done anything to the map, I keep going back and forth with myself as to whether I should add anything else to it. I could also add to the list, my first attempt for the DMP 2017. I was set on the map being vanilla and, after 7 weeks of work, when I tested it, I found a number of problems (not the least of which was that I exceeded several vanilla limits). Faced with the impending holidays and deadline, I tried to fix it until I realized that it wouldn't fit what I envisioned to do the level in vanilla. Limit-removing, probably, but not vanilla. So, I set it aside and it's still set aside. I'll eventually go back and finish it, but for now, it's just sitting on my hard drive. Edited May 22, 2018 by Pegleg : Added second map. 2 Share this post Link to post
NeedHealth Posted May 22, 2018 The hell map I did for one of bonnie's sessions I just lifted the basic design from an other map having two hours or so left and added my own flair. I was that stuck. 2 Share this post Link to post
Bridgeburner56 Posted May 22, 2018 This one did my head in last night and it's not finished yet. Detailed lighting that is different on the floor and ceiling on 3d floors. I worry about my frame rate (ok at the moment). I haven't done the bottom floor yet. I'm scared 2 Share this post Link to post
silentzorah Posted May 22, 2018 Literally every single one of them that I used DeePsea for. It got easier once I got my hands on DoomBuilder, though. Still got bored of it and decided I liked making weapons and enemies instead. 1 Share this post Link to post
Joshy Posted May 22, 2018 My two BTSX E2 maps (01 and 31). I felt a little under pressure to make nice maps in vanilla format but I wasn't very efficient at it. The first one, Shadow Port, had a lot of HOMs and VPOs particularly as a result of ambitiously attempting to create an outdoor ship setting. Fireking didn't suffer serious HOM issues but it was very samey looking to the extent it all blurs together especially from a distance. Both maps frustrated me as I felt I was unable to come up with solutions to these problems within vanilla limits to the extent I had mental blocks on what I could do to make it efficiently prettier and to do necessary structural overhaul while maintaing its essence. Thankfully Esselfortium was patient enough to give both maps a rework to make it safe within limits and a lot prettier as well. I can say though I'm feeling more confident with vanilla mapping now and hope to attempt at making a really nice one in the near future. 2 Share this post Link to post
Breezeep Posted May 22, 2018 Any speedmap I've ever made, most notably the ones I've made for the Abyssal Speedmapping Sessions (ASS), put me under pressure for the majority of the time, since I am abysmally slow when it comes to mapping. Speedmapping forces me to just stay focused, which feels like a pain in the ass to me since I procrastinate a lot. There were even times where I just bailed out because I could not get a good start on a certain map. 2 Share this post Link to post
DMPhobos Posted May 23, 2018 Boy do i have some maps that have been a nightmare to work on.... First there's an experiment i tend to remake from time to time, the basic idea it's to build a city and code some people, police and zombies to simulate a zombie apocalypse, don't ask why, even i don't know. Anyways, this particular city was a nightmare to build since it slowed to a crawl, not to mention that it randomly crashed by reasons unknown. The whole city felt like it was put together with duct tape by how unstable it was Spoiler Then there's the "Rambo" mod that i tried to make that i've already talked about, basically it was an stealth based mod, so i had to make a huge map were monsters wouldn't get stuck if alerted, not to mention i had to give the player a lot of space to hide. The result was an incredibly ugly map that would suffer from slowdown (again)... And good god it really was an incredibly ugly map! and that's not counting all the ASC that went to waste when i stoped working on this project Spoiler And finally there's Darkmoon's "Construction Zone" map (that's still unreleased at the time)... this damn map.... i started making it in 2016, i made tons, tons of false starts, and when finally started to map it started to grow, and grow and it reached a point were i didn't knew what the hell to make out of the map. Some areas were finished but they were absolute garbage, and there were a lot of zones to be finished and expand even more. It reached a point so confusing and tedius that i just gave up, made a city map in a week and then stopped making maps for a period of time, last month picked up were i had left off, deleted some problematic areas and then i finished the map in two weeks.... it's amazing how a long break from making maps can help you clear your mind Spoiler False start, this area was deleted early on despite some days of work.... This is the layout of the map by the time i had abandoned it, i marked the areas that were deleted from the final layout Final map layout 2 Share this post Link to post
Bridgeburner56 Posted May 23, 2018 2 hours ago, silentzorah said: Literally every single one of them that I used DeePsea for. It got easier once I got my hands on DoomBuilder, though. Still got bored of it and decided I liked making weapons and enemies instead. Ugh deepsea. That was the first 10 years of my mapping life. Yuk 0 Share this post Link to post
DMPhobos Posted May 23, 2018 21 minutes ago, Bridgeburner56 said: Ugh deepsea. That was the first 10 years of my mapping life. Yuk I only used DeepSea for one year while i was just learning how to make maps (in the time before doom builder), but because of it, i still call changunners "Chaingun Bob", also i kinda miss the intro screen a bit It really wasn't the best (not even close), but i still have fond memories of it :) 0 Share this post Link to post
dobu gabu maru Posted May 23, 2018 Neat thread—like seeing all the complaints. For me, I tend to make a lot of big maps, and use a lot of voodoo dolls, and have maps that go up to a pretty high tag number, but none of those really irritate me that much. What is a personal nightmare for me is working on anything vanilla compatible (UDINO E3M9, TNT:R MAP12/16/22/30). Big maps with lots of mechanics can be frustrating, but it rarely means you have to sacrifice your vision. Vanilla maps stomp all over your detailing dreams and demand more from you, taking and taking and taking until your perfectly tuned map works under its crushing standards... and even then it might throw a curveball your way if you look in the wrong direction. Never again. 5 Share this post Link to post
Capellan Posted May 23, 2018 2 minutes ago, dobu gabu maru said: Vanilla maps stomp all over your detailing dreams and demand more from you I love Vanilla maps for precisely this reason :) 5 Share this post Link to post
dobu gabu maru Posted May 23, 2018 6 minutes ago, Capellan said: I love Vanilla maps for precisely this reason :) I definitely respect vanilla mappers more after having made some, and understand a lot of its draw: it places a hyper focus on level layout and wise use of enemies, perfectly embodying a "do more with less philosophy". Unfortunately I just hate how strict it is with its limitations—and you can't barter with it for a few more segs either! 1 Share this post Link to post
Bridgeburner56 Posted May 23, 2018 I'm going to throw this one into the ring too. This was the map that killed me the last time I was making doom maps about 4 years ago. I hit the sidedef limit (a bit over 120,000) on doombuilder 2 and the level is about 2/3 done. There was nothing that I felt like I could cut and it all got a bit too difficult so I gave up. This map will return ... 2 Share this post Link to post
Bauul Posted May 23, 2018 43 minutes ago, Bridgeburner56 said: I hit the sidedef limit (a bit over 120,000) on doombuilder 2 and the level is about 2/3 done. There was nothing that I felt like I could cut and it all got a bit too difficult so I gave up. This map will return ... I had no idea Doom Builder 2 had its own sidedef limit! Doom map format has its own limits that can be pretty heavily stretched with extended node builders and sidedef compression, but for something that gargantuan only UDMF can really handle it as far as I know. Hopefully GZDB_BF has removed those limits you hit before though! 2 Share this post Link to post
Bridgeburner56 Posted May 23, 2018 1 hour ago, Bauul said: I had no idea Doom Builder 2 had its own sidedef limit! Doom map format has its own limits that can be pretty heavily stretched with extended node builders and sidedef compression, but for something that gargantuan only UDMF can really handle it as far as I know. Hopefully GZDB_BF has removed those limits you hit before though! I'm pretty sure it was the editor rather than the node builder because it stopped letting me draw lines :/ Haven't made map that big (only a mere 80,000 so far) on GZDB yet but I saw someone had made a 300,000 sidedef map ... And UDMF for the win 1 Share this post Link to post
Phobus Posted May 23, 2018 After 22 years (or more?), having taken on vanilla limits, (G)ZDoom, mapping challenges, community projects, shared mapping and near enough everything else, I think it's surprisingly hard to pinpoint one or two particularly hard projects. Like, Warpzone is a ridiculously huge map and was poorly made with way more enthusiasm than skill, so testing it and implementing fixes involved hour long play throughs and completely rehauling the monster placement. I made it in ZDoom in Doom format and then wanted scripting right at the end, so had to hack something in with Decorate... That was pretty protracted. Coils of the Twisted Tale was a similar story due to its size as well. But then, Scourge MAP13 was me versus my hardware limitations, trying to make the most complex map in DEU2 that I could. I had to keep trimming my plans for the end of the map, as the editor would crash when trying to save a map that exceeded the memory limitation of the machine. On a similar note, every non-TWiD modern vanilla project I've worked on has involved reworking the map entirely to make it fit the unnecessary limits. Or there's Justice: Internal Mechanics, with that mental room with the moveable crate I put together, making something silly like 300 tagged sectors that were potential positions for this one crate. Literally could've just made it a decorate item or something, but decided I'd innovate instead... There's been countless abandoned projects too, but the one that stands out to me was trying to run a shared map community project on the ZDoom forums. I laid out some rules and a simple goal... Then was treated to some idiot completely breaking them with what was the second entry. After some drama, I gave up on ever running another CP ever again and cancelled it. That was probably over 10 years ago and, I believe I've stayed true to that having given up. Probably my longest ever commitment, ironically. I think the main lesson from this thread is that trying hard and being innovative leads to massive headaches, development hell and project cancellations. 1 Share this post Link to post
Chezza Posted May 23, 2018 Map 6 from my Corrupted Canverns wad. I hated making it, hate playing it and struggled to finish. Also the large gigantic room caused crashes when aligning textures in the editor. Apparently some people like it the most but I just don't think it plays well at all. A love or hate map I guess. 1 Share this post Link to post
Pieruskwurje Posted May 23, 2018 (edited) 11 hours ago, Dragonfly said: Do you happen to have an in game screenshot to hand? :) Don't have a screenshot on-hand, but: https://www.doomworld.com/forum/topic/69837-super-natural-demo/?tab=comments#comment-1298850 If you enjoy pitch-black walking simulators, you can play the 4 year old tech demo. 4LAKE is the map lump name of that particular map if you just want to warp to it. It's not nearly as impressive as the screenshot makes it look, which is part of what made it such a nightmare. So much effort for very little payoff. 0 Share this post Link to post