Walter confetti Posted September 10, 2020 (edited) (* Well, 128 kylobites for a wad is not much of a challenge lol) Level pictures in spoilers: Spoiler Hello all and welcome to the follow-up of the highly acclaimed "kylobite challenge"! Yes, it even have a name now! This time things will be a little different (and... easier?) from the first round of "recently" released couple of megawads, since now we are dealing with the power of full 128 kylobites! Round 1 is complete! DOWNLOAD HERE (Ultimate Doom, 37 maps, Boom -complevel 9) Round 2 will start soon... in another thread. Stay doomtuned. All the maps are based on episode titles (Knee Deep in the Dead, The Shores of Hell, Inferno and Thy Flesh Consumed) Map list in spoilers: Spoiler KNEE DEEP IN THE DEAD Dyna Modem - DynamiteKaitorn (E1M1) Back to Phobos again - Mary Rose (E1M2) Shutdown - magicsofa (E1M3) The smell of UAC experiments - D1m3 (E1M4) Blood Red Bath Bomb - Fryuko (E1M5) Customs - maxresdefault (E1M6) Acid Reflux - Captain Toneail (E1M7) Permissive Action Link - maxresdefault (E1M8) Demons Gone Mad - Epictyphonlosion (E1M9) THE SHORES OF HELL Demons Beach - Walter (E2M1) Hellish Vacation - maxresdefault (E2M2) Fields of Insanity - magicsofa (E2M3) Hellfjord Outpost - wydoomer (E2M4) Hidden Cyberlab - Roebloz (E2M5) Infernal Wharf - riderr3 (E2M6) Deimos Staging Area - Pechudin (E2M7) Tower of Urdak - Roebloz (E2M8) Metabolism - SilverMiner (E2M9) THE SHORES OF HELL: BONUS Blood on the Walls - BoxY (E5M1) INFERNO Cauldron - MFG38 (E3M1) Lab of Beat - SilverMiner (E3M2) Insinerator - Weird Sandwich (E3M3) Lugubrious Shelter - NeedHealth (E3M4) The Trickster's Behest - Chris Hansen (E3M5) Catacombs of Argus - DukeofDoom (E3M6) Kill it with fire - Captain Toneail (E3M7) Spider Conference - Roebloz (E3M8) Orthobolism - SilverMiner (E3M9) THY FLESH CONSUMED Killer Bites - magicsofa (E4M1) Not The Lab - SilverMiner (E4M2) Beneath the imp's nest - Philnemba (E4M3) Squarena - D1m3 (E4M4) Beliar - Breezep (E4M5) Destruction Cometh - BoxY (E4M6) The Unearthed Wrath - Iacobus (E4M7) Recluse - Super Mighty G (E4M8) Dead Dragon Chase - Walter (E4M9) Interested people (no episode chosen yet): Mr Masker KHJDoom25 (tester?) That's it, have fun! If you have any other things to ask or ideas to add, please write it down! Now i'll return working to my other maps, hoping to finally complete (or in some cases, even start them!) what I've started long ago... Edited November 19, 2022 by Walter confetti : Necroedit for giving a proper working idgames link 30 Share this post Link to post
Mr Masker Posted September 11, 2020 this looks fun! However when i thought about skies for all those episodes all of them were "red sky" and I don't know how i feel about that 1 Share this post Link to post
Pechudin Posted September 11, 2020 This sounds interesting. A couple of my maps are around 400 kB in size, I guess I could do smaller or less detailed. Is there a signing up process, a time limit, map limit? 1 Share this post Link to post
Xyzzу Posted September 11, 2020 (edited) Ultimate Doom? Anything I want? *makes a simple map with a dehacked patch that has functional Doom 2 monsters* /joke 3 Share this post Link to post
Walter confetti Posted September 11, 2020 (edited) @Mr Masker Make your map using a red sky? You can always add it using the line action 271 or 272, leaving untouched the stock sky if anyone wants to use it... Or are you thinking that not only me for my map and you are going to use red sky in our maps? Or you don't know how to add a new texture? @Pechudin Just put your maps here, following the themes direction in OP. There's no map limit for author, however the map limit is of 9 maps for episode, that makes... 45 maps! Well, last time we made a 32 level megawad in less of a month, so... We can redo it again? I was thinking of 12 December or the end of the year for a deadline, but so far there's no hard deadline set... @Xyzzy01 Yes! Sky is the limit! About dehacked usage, I'll put some rules on OP post Edited September 11, 2020 by Walter confetti 0 Share this post Link to post
Pechudin Posted September 11, 2020 37 minutes ago, Walter confetti said: @Pechudin Just put your maps here, following the themes direction in OP. There's no map limit for author, however the map limit is of 9 maps for episode, that makes... 45 maps! Well, last time we made a 32 level megawad in less of a month, so... We can redo it again? I was thinking of 12 December or the end of the year for a deadline, but so far there's no hard deadline set... Will all maps be included in the final WAD (I assume some quality control will be asserted), and the rest will be lumped in 'ZDooM extras' or 'Lost episodes'-esque WAD? 0 Share this post Link to post
Walter confetti Posted September 11, 2020 (edited) The maps will don't make the cut after the final WAD is completed it will be "recycled" by converting them for the next game chosen. Edited September 11, 2020 by Walter confetti 0 Share this post Link to post
cambreaKer Posted September 11, 2020 i'll make a map for this, haven't made a doom map in quite a long time 2 Share this post Link to post
Walter confetti Posted September 11, 2020 For anyone wants to make their map for episode 5 (Sigil), you can make your map for any slot you want, it will be moved to the selected episode at the final compilation, just remember to write down that you make that map for episode 5. 0 Share this post Link to post
PasokonDeacon Posted September 11, 2020 Please put me down for a Thy Flesh Consumed map. I'm hankering to do something Ultimate Doom-y with wood, marble, lava, and plenty of eccentricity within a size limit. 1 Share this post Link to post
DynamiteKaitorn Posted September 11, 2020 Is there any rule against me creating a custom PLAYPAL file which changes a few colours? (Mostly thinking about changing the blues to be a little more purple or sky-blue in nature and maybe recolour some of the item pick up/damage flash tints). Along with that, can I change the COLORMAP to edit the colour of the invulnerability palette? Just a little curious that's all. :) PS: Sign me up for episode 1. 2 Share this post Link to post
MFG38 Posted September 11, 2020 Having followed the 64KB mapping challenge threads from the wayside, I'm intrigued by the idea. You can tentatively slap me down for a slot in Episode 3. 1 Share this post Link to post
BoxY Posted September 11, 2020 I'm currently messing with something episode 4-ish, is there any advice around about how to squeeze the most juice out of a map's geometry for the least bloat? I barely blocked out 1 and a half rooms so far and I'm at 33 kB, and I want to save about 15-20 kB at the end for a decent midi. Should I not even bother worrying too much then just put the map on a crash detail diet at the end until it makes the cut? 1 Share this post Link to post
DynamiteKaitorn Posted September 11, 2020 Initially, try mapping with vanilla in mind. Since vanilla can't handle insanely detailed maps very well, the limitation issue of the file size shouldn't be a problem (though how you managed to burn through 33KB on 1.5 rooms whereas I managed to have several sectors and barely crack 20KB I'll never know >_>). Also, does conjoining sectors affect the WAD's file size? If it shrinks it, that may be a dirty little method to make much more grandeous maps without using a high amount of data. 2 Share this post Link to post
Walter confetti Posted September 11, 2020 1 hour ago, DynamiteKaitorn said: Is there any rule against me creating a custom PLAYPAL file which changes a few colours? (Mostly thinking about changing the blues to be a little more purple or sky-blue in nature and maybe recolour some of the item pick up/damage flash tints). Along with that, can I change the COLORMAP to edit the colour of the invulnerability palette? Just a little curious that's all. :) PS: Sign me up for episode 1. Yeah, sure, go ahead! 0 Share this post Link to post
magicsofa Posted September 11, 2020 9 minutes ago, DynamiteKaitorn said: Also, does conjoining sectors affect the WAD's file size? If it shrinks it, that may be a dirty little method to make much more grandeous maps without using a high amount of data. I imagine it does, but it's probably a very tiny difference. The linedefs still need to be in there regardless of how many sectors they represent, right? Then again, at such small sizes it might be significant to not be storing another sector number, floor/ceiling heights and flats, and associated lines. EDIT: I guess the lines reference the sector, not the other way around, according to the doom wiki. Each sector definition uses 26 bytes. So 100 sectors would be 2.6k on their own. Linedefs are 14 bytes, while sidedefs are 30 bytes. So a lonely two sided line is potentially taking up 74 bytes, and considering you'll have at least three to make a sector, it seems to me that line detail will kill you first. Every penny counts though so joining sectors could help you squeeze. 3 Share this post Link to post
Weird Sandwich Posted September 11, 2020 I'd always like more practice in mapping and haven't tried out Ultimate Doom mapping yet, so please sign me up for a map in Ep 3. Sounds like fun! 1 Share this post Link to post
Roebloz Posted September 11, 2020 Knowing that I've had to deal with worse things on 32x, I'm entering for two maps. 2 Share this post Link to post
Scypek2 Posted September 11, 2020 2 hours ago, DynamiteKaitorn said: Initially, try mapping with vanilla in mind. Since vanilla can't handle insanely detailed maps very well, the limitation issue of the file size shouldn't be a problem (though how you managed to burn through 33KB on 1.5 rooms whereas I managed to have several sectors and barely crack 20KB I'll never know >_>). Also, does conjoining sectors affect the WAD's file size? If it shrinks it, that may be a dirty little method to make much more grandeous maps without using a high amount of data. Maybe you can use wadptr to compress your sidedefs! From what I understood, it could compress your maps quite a lot as long as you keep texture alignment to a minimum. 2 Share this post Link to post
Pechudin Posted September 11, 2020 Hah, it feels kind of nerve-wracking making changes to the map and every so often checking the size of the file. Suprisingly small, though! 1 Share this post Link to post
Horus Posted September 11, 2020 7 hours ago, BoxY said: I'm currently messing with something episode 4-ish, is there any advice around about how to squeeze the most juice out of a map's geometry for the least bloat? I barely blocked out 1 and a half rooms so far and I'm at 33 kB, and I want to save about 15-20 kB at the end for a decent midi. Should I not even bother worrying too much then just put the map on a crash detail diet at the end until it makes the cut? - Try to keep linedefs/vertices to a minimum. Use the curve tool only very sparingly for that reason. On the other hand, you can be more liberal with thing/decoration usage, since they only take up 10 bytes each - Reuse space in your map - Play the 64KB challenge and open the maps up in the editor for inspiration (without copying, needless to say). I seem to recall an_mutt's map in the vanilla compilation getting the most out of the filesize restriction 3 Share this post Link to post
Pechudin Posted September 11, 2020 1 minute ago, Horus said: - Try to keep linedefs/vertices to a minimum. Use the curve tool only very sparingly for that reason. On the other hand, you can be more liberal with thing/decoration usage, since they only take up 10 bytes each Damn, you're right, I just added a 20-30 monsters and they barely increased the filesize. 1 Share this post Link to post
HQDefault Posted September 11, 2020 (edited) Let's do this boingo EDIT: Allow me to clarify, I specifically would like a map reserved. And I shall name it boingo. (I'm guessing Episode 3 would probably be the best choice) Edited September 11, 2020 by HQDefault 1 Share this post Link to post
Chris Hansen Posted September 11, 2020 I'd like a map slot, please. Need to make something again... everything I've started ends up in my scraps folder :( Maybe if I commit to a project I'll actually be able to finish something. Anything but episode 5 will be fine with me. 4 Share this post Link to post
Xyzzу Posted September 12, 2020 Anything is allowed it seems, as long as your contribution stays under 128 KB. Now that I think about it, it would be funny if Doom 2 was somehow rebuilt here from a bunch of separate submissions. 1 Share this post Link to post
HQDefault Posted September 12, 2020 (edited) Is any custom midi music we chose to use part of our 128kb? Yes it is 0 Share this post Link to post
D1m3 Posted September 12, 2020 (edited) Another *KB Challenge? Will choose episode 1 However would be cool to have a main DEHACKED file with some kind of 1-2 enemies to be between imp,pinky and cacodemon for difficulty,so you will not need to fill almost entire map with imps because there's no monsters which will be harder than imp but easier than cacodemon Edited September 12, 2020 by D1m3 2 Share this post Link to post