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Walter confetti

The 96 kb challenge: final round of Doom!

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Credits:

Blastfrog for the stuff taken from Doom Aesthetic Pack (like the third frame for FIREBLU, wow)
LoneAlpha for fixed Doom flats and fixed TNT textures
32in24 team for 32in24-15 resources
Supercupcaketactics for Auger;Zenith palette
ReaperAA for ColdPal.wad
Jimmy for Plutonia for Doom 2 texture pack
Thomas van der Velden for some textures used in Plutonia for Doom 2 texture pack (like SW1,2SKULP and CEILVINE)
Sunbeam for LiveReverb
Gothic for PatchTex.wad
Gothic DM team for Gothic DM textures
Mark Klem and David Shaw for some midis

This might help when writing a .txt for our wad.

 

Also I think we could have something like this to make people use the custom palette and/or reverb mod if they want to

 

Zip:
    - something like 96KB.wad or 96KB_FD.wad

    - 96levels.wad (the main one with maps)
    - 96tex.wad (doom paletted stuff)
    - 96texpal.wad (96 paletted stuff)
    - 96reverb.wad (LiveReverb ported to Zdoom 2.8.1)

    - txt that is meant to help making a batch file to run this

 

Spoiler

-iwad tnt
-iwad doom2
-iwad plutonia

boom -file 96levels 96texpal
glboom-plus -file 96levels 96texpal
mbf -file 96levels 96tex
fusion -file 96levels 96tex
prboom-plus -file 96levels 96tex
zdoom -file 96levels 96tex 96reverb
k8vavoom -file 96levels 96texpal
gzdoom -file 96levels 96tex
dsda-doom -file 96levels 96tex

 

 

And let authors use both 96tex.wad and 96texpal.wad for their own projects.

 

 

 

 

 

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19 minutes ago, SilverMiner said:

Jimmy for Plutonia for Doom 2 texture pack

 

Wow! I didn't know Jimmy made Plutonia.

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22 minutes ago, Jark said:

 

Wow! I didn't know Jimmy made Plutonia.

I mean he made a pack of plutonia textures for Doom 2

EDIT:

Spoiler

 

 

Edited by SilverMiner

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28 minutes ago, SilverMiner said:

I mean he made a pack of plutonia textures for Doom 2

EDIT:

  Reveal hidden contents

 

 

 

Oh, I genuinely did not know there was was Plutonia for Doom 2 tex whoops. I'll let myself out in all my satiricy.

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iirc, the Vandalism (map11) is the only map using animated tnt switches.

So, to make them working, I made this(2 lumps):

 

https://www.dropbox.com/s/vivy2lu3g7frw0a/VandalismTNTSwitchesfix.wad?dl=1

(SIDEDEFS should be put in map11 and SWITCHES to be replaced)

 

If any other maps have bad switches like that, they probably shouldn't be like SW*FS*1 or SW*FS*4 because I tried to make a SWITCHES entry like that and it didn't work. But SW*FS*2 did. So every switch like SW*FS*1,3,4 should be renamed to SW*FS*2 in order to make it work

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Checked beta version
-While map24 music is fixed, map26 still uses wrong music

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Mhm, look that the music i used here is the music you put in your map, I'll download it again ASAP for see if i didn't made anything wrong

Edited by Walter confetti

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Sorry for the THIRD post in a row, but here's the second version of the beta compilation:

 

https://www.mediafire.com/file/oavgbmjmo1d7imz/96kbeta2.zip/file

 

  • Fixed the wrong music in MAP26
  • Added difficulty settings for MAP20
  • Added coop spawns in the maps where it wasn't
  • Removed as well some stuck things outside the map boundary in MAP06, MAP17 and MAP19

Tell me if everything is good here or if there's some changes needed, thanks. have fun!

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14 hours ago, Walter confetti said:

Tell me if everything is good here or if there's some changes needed, thanks. have fun!

I know this sounds a bit farfetched, but could it be possible for deathmatch spawns to be added?

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Posted (edited)

On my maps the only bug what need to be fixed is that TNT fire-water switches on map07, but since the reason of this bug is unknown, I possibly will re-texture that area

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Posted (edited)

Well, I didn't checked latest version, will try later
UPD.Nah, switches is still broken, the problem is what the switch doesn't flip

Edited by D1m3

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Hey Walter, I don't know what I'm doing wrong but playing map 02 and map 03 I can't seem to activate any switches? Is there a reason for this or am i just doing something wrong?

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Posted (edited)

Both, any switch that requires use doesn't activate, no lifts work and only some switches work. I even tried to play my own map and it didn't work either.

 

EDIT: I'm using DSDA-Doom 0.21.3

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Posted (edited)
On 10/2/2021 at 10:40 AM, Walter confetti said:

Uhm.. That's really weird. I have to check what happened...

I've figured out what I was doing wrong. I used the wrong complevel. Sorry about that.

 

Anyway I have one small update for my map and I'll re-do my .txt file so the author.txt looks better instead of mine just being the last changes i made heh.

 

Final Release for Map 31:

 

Fixed some light levels being wrong (These annoyed me so i changed them.)

Fixed some linedefs to be square instead of curved to one side.

Added a few cells and bullets to the map. (Shouldn't affect balance that much).

Added one more Archvile on Hard (UV) and 2 Barons on Easy/Medium as I thought this is a bit too easy.

Added Coop starts. (My Map has not been tested for coop!).

 

Ok, this is the final changes. Sorry to everyone I should have checked over this sooner and done more QA but I've been busy with IRL things.

 

Thanks again to Walter for letting me be apart of this project and I hope everyone enjoys Map 31 :)

 

ShiftingTombs.zip

 

 

Edited by Bob9001 : Reuploaded the .zip

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Posted (edited)

Hopefully you haven't opened the .zip yet Walter, I had to fix something in the .txt and the wad itself :(

 

 

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Also forgot to mention in Map 32, the exit switch is labeled exit to secret level since this map is in the map 32 slot it restarts the map, thus you can't continue in a full playthrough.

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