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Obsidian

Abyssal Speedmapping Session 38 - Still better than Maple Story powerleveling!

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASS

This will be a thing! I am still going with the whole block piece idea!

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Excellent! I'm free that Saturday/Sunday so pencil me in lightly. Been a while since I've last speedmapped.

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If Jimmy's up for it, I may be able to participate in the second session. And if so, maybe I'll actually finish my map within the time limit.

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Sweet jesus I am actually free for that date. I will ASS once again, boys and girls.

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2 hours ago, Aquila Chrysaetos said:

If I may, I'd like to post a theme suggestion.

Low-tier enemies only (think E1).

I'd like to see what gets done with this.

This has been done before iirc-

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I should be free. Maybe for both sessions again?

 

As for a theme, "Draw a pretty picture". :P

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Posted (edited)

Alright let me check my box of speedmapping themes

 

- BFG vs. cyberdemons 

- Platforming 

- Ultra-narrow catwalks 

- Mandatory archvile jumps 

- Mandatory blursphere vs. projectile monsters 
- Timed obstacle course (think Scythe m28)

- No health in the whole map

- Voodoo dolls in the active playspace (example: JQ2.wad m04)

 

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Theme ideas:

  • Only pink enemies
  • 9 sectors maximum
  • Crushing doors
  • All sectors have Light Glows

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2 minutes ago, Garbage said:

Crushing doors

As in, doors which are crushers? That is, crushers acting as doors?

That would be interesting, but probably have to be combined with something else.

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9 minutes ago, Garbage said:
  • All sectors have Light Glows

All sectors are Blink 1 sec (Synchronized)

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1 hour ago, Aquila Chrysaetos said:

As in, doors which are crushers? That is, crushers acting as doors?

That would be interesting, but probably have to be combined with something else. 

Crushing lifts? (crushing floor in a lift's clothing)

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1 hour ago, Eris Falling said:

All maps must be for Duke 3D.

In this case, I'd like to request the 2 hour maximum to be raised to 8 hours. 2 hours to make the map, and 6 hours to make sure Build actually feels like working.

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Hitscanners only (has probably been done)

No hitscanners (also has probably been done)

No enemies that fire projectiles (I would argue this would not exclude hitscanners, since they don't fire a projectile you can dodge)

Mandatory teleporting

Crates are an integral part of the level and not just decoration

Exploding barrels are the main weapon

Doom 1 bestiary only

Half the area of every room must include stairs

Everything is <pick a random color> (also has probably been done)

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Good luck for all the participants! Some theme ideas for you:

 

No health / Reality maps

Tyson style

Cyberdreams style (telefragging cyberdemons)

Real life places

Soulsphere or Megasphere only for health

Invasion gameplay (monsters comes at wave hordes)

Arch Viles jump

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Three more that I thought of:

 

Soulsphere and mega-armor at the start and that's the only health and armor in the whole map

Map must contain <Monster 1>, <Monster 2>, and <Monster 3> (chosen at random from Doom 2 bestiary: for example, Cyberdemon, Arch-vile, Sergeant)

Map must contain <Hitscanner>, <Melee monster>, and <Projectile monster> (chosen at random: for example, Chaingunner, Demon, Imp)

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- Automap must be a recognizable shape (e.g., animal)

- Adjacent sectors must be at least 100 light level points different

- No lifts and no doors allowed

- Crushers are a main weapon for the player (e.g, by tricking monsters to walk inside)

 

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4 hours ago, Scotty said:

All sectors must be either 0 or 256 light level.

 

I was actually going to suggest 96/192 for two-tone lighting.

 

Or there's "stark lighting" (each sector's lighting must either be 64+ different from all adjoining sectors, or equal to them.  so e.g. if I put down a sector with 160 lighting, then any sector joining it must also be 160, or 96 or lower, or 224 or higher - it can't be 112, 128, 144, 176, 192 or 208)

 

Flying monsters only

 

3-2-1.  Only 3 types of monster, two weapons (other than pistol), and one (type of) healing item.

 

Lots of liquid (could narrow it down by specifying a liquid type i.e. blood, nukage, lava, water or slime)

 

 

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Posted (edited)

Uh, I guess non-mappers can suggest ideas too? Well then...

 

- Map has to contain at least one secret in a dark area/sector (not pitch black).

- Your three least favourite monsters or the three you usually disregard must be used at least once in (an) important/s role.

- Strict weapon combo except shotgun-chaingun or BFG-rocket launcher, pistol and weaker fist don't count. 

- For every ambush, pack, horde, or set piece, there has to be one hitscanner (former human or SMM) and one floating enemy.

- Only two types of liquid which must be mixed in some way and only one can be pain sector (e.g. nukage and water together)

- A high-HP monster that must not die until the player reaches a certain point like the exit. The concept in Valiant's map 07, basically.

- No enemies below and above a determined range of HP (e.g. nothing below 300 and above 700, only between 25 and 150).

- Pickup teasing, e.g. a key which keeps teleporting out when you come close to it.

 

And I should stop here :/

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- BFG and zombiemen only
- Invisible walls except in the borders
- Fractal shape
- Stealth map, archviles only
- Whole map is in 0 light level, except for turret monsters and maybe doors
- Map must be in the shape of author's nickname
- Optional keys in deathtraps with almost no reward
- All monster types must be included. The quantity of each type must be in the Fibonacci sequence
 

Spoiler

Sorry

 

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2 minutes ago, Worm318 said:

- Stealth map, archviles only

 

You joke, but I've done that before. :P

 

Excellent ideas guys, checkin' them out now. I might pick a couple of the unused themes from last session so I don't run out of ideas further down the road, but you can bet your bottom groat that I'll be using plenty of these suggestions.

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Pick a Power-Up - your map must emphasise the use of one (and only one) of the following: berserk pack, invuln sphere, blur sphere, rad suit, light amp goggles

 

 

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1 hour ago, Worm318 said:

- All monster types must be included. The quantity of each type must be in the Fibonacci sequence

 

Interesting idea; I'd never though to apply the Fibonacci sequence to monster counts in Doom. Of course, with 19 monster types in Doom 2, you're talking about 10,945 monsters (excluding 0 as a Fibonacci number, since you stipulated that all monster types be included).

 

So you'd end up with a speed slaughter map, which, now that I think about, some people could get behind.

 

If you include the Icon of Sin, you're at 20 monsters, which means 17,710 monsters.

 

But, for the sake of argument, I do have a question related to that: how would you arrange the monsters sequentially?

  • Alphabetically?
  • Reverse hit points?
  • However the player wanted?

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