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Breadbunbun

32 KILOBYTE 16 MAP MEGAWAD

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This is better than I expected to be honest. It's obviously limited but the gameplay is solid. Worth checking out if you enjoy other wads with heavy mapping constraints.

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1 minute ago, Dusty_Rhodes said:

How did you get the wad to be so small?

As stated in the post above, every single map is only 2 Kilobytes in size. and thusly has very limited linedefs, objects, and size.

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2 minutes ago, Breadbunbun said:

As stated in the post above, every single map is only 2 Kilobytes in size. and thusly has very limited linedefs, objects, and size.

I see. I didn't understand if you had used some sort of compression or something. Very cool idea.

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Getting Swift Death vibes from this. Maps 7, 8 and 11 are so fucked I needed to do multiple demos just so any one of them wouldn't get too long for ya lol. Good wad.

My FDA playthrough in DSDA-Doom 0.23.0
pfft.zip

EDIT: Oh right, MAP16 can't be demoed

P_LoadSegs: compatibility loss - seg 6 references a non-existent vertex 10
Demo recording on levels with invalid nodes is not allowed

Something messed up when node building the map? It can be played just fine without a demo.

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The gameplay is surprisingly satisfying, the concept has great potential to me ! Though I'm sure with no weight restriction, and so no graphical restriction too, the maps could be a bit more attracting and gain some points :D

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12 minutes ago, Xyzzy01 said:

Getting Swift Death vibes from this. Maps 7, 8 and 11 are so fucked I needed to do multiple demos just so any one of them wouldn't get too long for ya lol. Good wad.

My FDA playthrough in DSDA-Doom 0.23.0
pfft.zip

EDIT: Oh right, MAP16 can't be demoed


P_LoadSegs: compatibility loss - seg 6 references a non-existent vertex 10
Demo recording on levels with invalid nodes is not allowed

Something messed up when node building the map? It can be played just fine without a demo.

I was actually have some trouble with the nodebuilding on this map unfortunately. And I couldn't find a way to fix it. I think it may have had something to do with the Icon of Sin being a map that wasn't MAP30

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FWIW I rebuilt the nodes of MAP16 (I use ZDBSP (no reject)) and put it in a separate wad with a demo! It has nothing to do with the Icon of Sin. Here:

32KBMGWD-MAP16.zip

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16 minutes ago, Breadbunbun said:

This was fully intentional.

 

Yeah I was sure about that, "ingenious" way to force the monster to "guard" the exit button xD you devil

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1 minute ago, Briøche said:

 

Yeah I was sure about that, "ingenious" way to force the monster to "guard" the exit button xD you devil

Monsters cost less bytes than adding 2 linedefs. So they're nice to use as doors :]

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The idea of making 32 maps within 32 kilobytes is pretty impressive if you could do such a thing but it'd mean every map is 1kb or less in size, which means 99% of the time maps are barely anything interesting.

 

The 16 maps here are impressive on the fact that the WHOLE thing is less than 32kb in size, which results in a lot of triangular maps... but sadly the maps kinda feel cheap or dumb in terms of difficulty (granted it's pretty much impossible to make anything decent if you're restricted to a tight 2kb. XD)

 

Though, if you doubled it to 64kb or go all the way to 128kb, could you re-texture everything as well as add all 32 maps? :O

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Neat idea but needs work execution wise to make it more manageable. Still had fun playing though hope to see it finished!

 

 

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Interesting take on the kb challenge thing, I've tried as well to do something similar but give up after.... 4 maps? During the making of 64 kb challenge, i didn't like that much the results of what I did...

 

I don't remember how much big is congestion 64 in size but... I think that a 1kb map is sorta doable with a simple triangle / square room, but never tested to see if this is possible...

Edited by Walter confetti

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That's cool, I guess, but can you do the same in a single byte?

 

All joking aside, the premise does sound intriguing. 2KB per map is a pretty tight constraint all things considered, but it's still enough to squeeze some potentially fun gameplay out of. I'll make a note of giving this a spin shortly.

 

EDIT: Played it, inclined to agree with @Dubbag - the concept is cool, but the execution could use a lot of work. That said, I still rather enjoyed my run with this. I even played this in Chocolate Doom just for the hell of it and am happy to report that all maps are vanilla-compatible. But then again, you'd expect them to be given the constraints you were working with. :P

Edited by MFG38

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6 hours ago, MFG38 said:

That's cool, I guess, but can you do the same in a single byte?

 

All joking aside, the premise does sound intriguing. 2KB per map is a pretty tight constraint all things considered, but it's still enough to squeeze some potentially fun gameplay out of. I'll make a note of giving this a spin shortly.

 

EDIT: Played it, inclined to agree with @Dubbag - the concept is cool, but the execution could use a lot of work. That said, I still rather enjoyed my run with this. I even played this in Chocolate Doom just for the hell of it and am happy to report that all maps are vanilla-compatible. But then again, you'd expect them to be given the constraints you were working with. :P

Well, as stated in my Doomworld profile. I am but an amateur mapper with very little experience under my belt. So especially under the extreme constraints of 2 KB (Serious, like 17 lines in 2KB is most of the wad XD), the levels are going to be very rough.

 

However I am glad you enjoyed the concept, as this was very much meant to inspire other maps to go far beyond what I personally had done and do a much better job given these constraints.

 

Also, I can't do it in a single byte, But i did make a map in only 512.

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3 minutes ago, Clippy said:

Pistol starts?

As stated in the post above. This wad is designed for pistol starts and all maps are beatable as such. I personally made sure to do so.

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1 minute ago, Breadbunbun said:

As stated in the post above. This wad is designed for pistol starts and all maps are beatable as such. I personally made sure to do so.

You got yourself a deal

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Played through on Chocolate Doom at HNTR.

 

This is art. The 2 kiB constraints really make most of these levels triangle-based, which reminds me of my own <100 linedef map all about the Benjamins.

 

I don't like the inescapable pits though. I know these levels are short and made for pistol start anyway, but when you restart after you die, you lose everything. Plus it's annoying to have to wait a while until you finally die if you're at full health.

 

Also, there's a tutti-frutti on the exit switch at Map14.

DOOM54.png.9d424382434a85302f9040775ee897cf.png

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18 minutes ago, Nikku4211 said:

Played through on Chocolate Doom at HNTR.

 

This is art. The 2 kiB constraints really make most of these levels triangle-based, which reminds me of my own <100 linedef map all about the Benjamins.

 

I don't like the inescapable pits though. I know these levels are short and made for pistol start anyway, but when you restart after you die, you lose everything. Plus it's annoying to have to wait a while until you finally die if you're at full health.

 

Also, there's a tutti-frutti on the exit switch at Map14.

DOOM54.png.9d424382434a85302f9040775ee897cf.png

Oh really? Huh. Must have missed that somehow. Let me fix that real quick.

EDIT: This is fixed now

Edited by Breadbunbun

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