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Walter confetti

The 64 KB challenge (2 megawads completed and on Idgames!)

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42 minutes ago, RonnieJamesDiner said:

Fastest 32-map megawad ever? This has been exciting to watch, haha.

 

By the way @Walter confetti, I should've specified in my post more clearly, but you can name my map "Short Fuse". 

 

Yes, yes it is. It was even more anxious to organize up lololol.

All right, I'm going to give the correct title asap.

 

Also, guys, what about this idea: since this project is been filled at record time of almost 32 maps, how about to split this in 2 megawads: one that use only stock textures (maybe I'll change some sky) and one that use the texture pack, it will be "painful" to organize, but I can try it.

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Woah this filled up fast! I made a map intended for E3 (which seems to be full now) and managed to get the map to exactly 64.0kb. I don't think it's quirky enough for MAP31 but it is at least pretty tough. See what you think.

Spoiler

1.png.a2a9fd6e3c2969c358d5081d85ca636c.png

Plays in MAP21, vanilla compat and default music.

 

 

amok-64kb-2.rar

Edited by amok : HOM fixes

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10 minutes ago, Xyzzy01 said:

FWIW, MAP33-35 could also be utilized here c:

 

OhI always forgot about these! I'll eventually add that mapslots too... However, I'm still waiting for what you think about the idea I've got to make 2 different wads with the maps I have (one with stock textures only and one with the texture pack) or now I think about a "round 2" megawad, it will still use the texture pack and will be mixed up with stock and new textures like now, but skies will change with different ones...

 

@amok your map have a title and a secret exit? I'll add that to the list too asap

Edited by Walter confetti

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I guess this depends on how many people are left still making their maps. I would probably split the megawad into vanilla and limit-removing maps, myself, but splitting based on textures is fine, too.

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1 hour ago, Xyzzy01 said:

I guess this depends on how many people are left still making their maps.

 

2 people are actively making their maps (uni and jbert), while the other are just interested in making a map for such an episode so... We have to see if they can do it. There's also ScypeK working on the new dehacked monsters so... Just see what the future holds next.

 

And since looks like dividing the Megawad with vanilla and limit-removing ports seems to be the favorite choice so far, it will be divided in this way. Also, it will look to have more people than the stock / texture pack option for the limit- removing wad...

Edited by Walter confetti

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Just for the record: Thinking about Two new vanilla megawads are making me drool pretty much!
I really like your idea, @Walter confetti, of one stock textures and one custom textures megawad.
Also, in this way, some of the mapers that already contributed to the project can make a comback if they want with the ideas they didn't have the time to develop or by limit constraints.
Its a shame i don't know how to map at all cos i have neat ideas that would be awesome to see in a map :/

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9 hours ago, Walter confetti said:

@JBerg don't you mind if I put your map for episode 3 when it's finished? It gives me some e3 vibes imo

 

Sure

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Hey what about this possible titles for the megawads?

-64kb of Incarnated Doom/Death
-Doom 64 (joke, sorry i couldn't resist ;P)

-More than just 64kilo bytes!!! 

-Deadly 32 in 64kb of Doom


I can come up with more awful names :D

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23 minutes ago, P41R47 said:

-Doom 64 (joke, sorry i couldn't resist ;P)

 

 

Doom 64k :P

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Hey what about this possible titles for the megawads?

-64kb of Incarnated Doom/Death
-Doom 64 (joke, sorry i couldn't resist ;P)

-More than just 64kilo bytes!!! 

-Deadly 32 in 64kb of Doom

-32 in 64
I can come up with more awful names :D
EDIT:  @Xyzzy01 you come up with it also JAJAJA

About the text screens... i don't know why, but when i heard 64 kilo bytes, my mind comes back to back to the future: part1's 1.21 giga watts! scene with Christopher Lloyd falling back in despair!
here is a mock up title screen:

LLoyd64kbDoom.png

EDIT:EDIT: STRANGE! For some reason it get double posted!

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I have my 64kb map ready!

GZDooM works fine but PRBooM not so much.
I got the error "R_FlatNumForName: AGE3 not found" ... i cannot find the problem.

 

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2 minutes ago, BloodnBrain said:

I have my 64kb map ready!

GZDooM works fine but PRBooM not so much.
I got the error "R_FlatNumForName: AGE3 not found" ... i cannot find the problem.

 

 

I'm not sure, but it seems like you're using a texture as a flat. GZDoom's textures/flats work way more different than the other engines. Simply replace the flat's graphic that's using AGE3 on your map

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Sorry if this question has already been asked, but I am nearly finished my map. And I know it has to be 64kb, however, can it be 64.9kb, or does it have to be EXACTLY 64kb or under?

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6 minutes ago, Scorpius said:

Sorry if this question has already been asked, but I am nearly finished my map. And I know it has to be 64kb, however, can it be 64.9kb, or does it have to be EXACTLY 64kb or under?

On 2/1/2020 at 6:43 AM, Walter confetti said:

 

Equal to 64 kb

 Or less as i saw that some maps are less than 64kb

 

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2 minutes ago, P41R47 said:

 Or less as i saw that some maps are less than 64kb

 

 

So not over 64kb, not even 64.1kb. Okay, cheers for letting me know.

 

EDIT: Nevermind, my map is apparently 64.0kb exactly anyway. :)

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Name: Rolling Thunder

Music: Junkie Smack (Mark Klem)

Format: Vanilla DOOM

Size: 64.0kb, supposedly.

Difficulty settings: Yes.

Map slot: MAP01.

rolling.zip

 

P.S. Do not make this MAP01, not a good starter lol.

 

EDIT: Updated map. Now cooperative starts, more ammo + health, it should be a lot easier now.

Edited by Scorpius

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4 hours ago, Walter confetti said:

 

@amok your map have a title and a secret exit? I'll add that to the list too asap

 

@Walter confetti No secret exit but I can add one if needed? Although I feel like someone else could do a secret map better since I didn't make this map with the 31 slot in mind, we can just leave this map as a reserve MAP31 if no one gets around to making one. I'll call it "Jawbreaker". I've updated the download with a few HOM fixes too.

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I'm done with my map, I think it would work well around midway through episode 3 (it uses the map21 slot right now, but that's just for the sky).

I haven't checked if it works in vanilla, but I think it should work fine. If anyone has any feedback, I'll gladly update the map!

 

Name: Forgotten Sanctum

Music: E1M5 remix (from Project: Redux - http://zorasoft.net/prjdoom.html)

Tested With: Crispy Doom, prboom+ (-cl2)

Size: 63.9kb (Apparently, I'm 8 bytes under 64kb)

Difficulty Settings: Yes, but not tested beyond checking you can exit the map.

Map Slot: MAP21

 

Download: 64kbfinnksv2.zip


Screenies:

DOOM0000.png.1c66b759406c7cd8f16698167ef80ccf.png

 

DOOM0001.png.7627a8896ff91852230ac163961bd70e.png

64kbfinnks.zip

Edited by finnks13 : update download link of map

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I bring final builds of both of my maps. Download archives include three files: Map restriction file, level with title lump and music, then a demo for completion!

CRTPEdF.png

Name: American Rabbi - Dropbox Download
Format: Doom 2 - Vanilla-compatible
Music: "Donna to the Rescue" by Bobby Prince
Restriction: 64.0kb
Difficulty: Hard-ish. Might be deviously hard on UV first time around.
Skill settings: Yes
Multiplayer / Deathmatch support: Yes
Episode preference: 2 - Warp to map 12 for sky
64ktexpack is required

Notes: Texture overhaul. A bit harder on skill 4 than previous versions and more loose. Experience the original UV enemy placement on HMP.
----------
o0O7JKC.png

Name: Water World - Dropbox Download
Format: Doom 2 - Vanilla-compatible
Music: "Water World" by Bobby Prince
Restriction: 64.0kb
Difficulty: Easy-ish
Skill settings: Yes
Multiplayer / Deathmatch support: Yes
Episode preference: 1 - Warp to map 1 for sky
64ktexpack is required

Notes: Lowered startan2 usage by 20%. Changed some items around but enemy placement remains the same. Download archive includes unused textures and flats for the boat on the dock. Textures were made to further the "Champion's Breakfast" theme by Walter Confetti. If the textures are somehow included, I might update the boat :D

Edited by Swalzi : Forgot to include warps.

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Finished my map!

Name:Low Memory Zone

Music:Scrap Brain Zone from Sonic the Hedgehog 1(Midi version by Monster Iestyn)

Tested with:Chocolate Doom and nothing else

Size: 64.0kb with sidedefs compressed and music included.

Difficulty settings:Yes, albeit mildly untested.

The map is at MAP12, but it should be moved to wherever it fits better.

Download:LowMemZone.zip

DOOM00.png.479f4297246282cb8018fb2908ccff47.png

 

DOOM01.png

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@JBerg
Now I found the problem and it is a silly one.... XD
Made the map in UDMF, forgot to change at the start. :(

Now i "repair" the map, will take some time but on the other hand i have two versions of the same map what could be interesting too.
 

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