russin Posted April 24, 2022 map34 finally complete Name: Cyber van Demon Vertics: 52 MIDI: Heartbeat (stewboy) map34 Build time: 2 hours Cyber van Demon.zip 0 Share this post Link to post
Quill Posted April 24, 2022 16 minutes ago, russin22 said: map34 finally complete Name: Cyber van Demon Vertics: 52 MIDI: Heartbeat (stewboy) map34 Build time: 2 hours Cyber van Demon.zip 1 hour ago, HrnekBezucha said: Okay, this was great fun!! May my map, MAP19 be called "Branding Iron". All skills, co-op and deathmatch. This is my first time implementing deathmatch startups and BFG, and using abstract hellscape design. Slot: 19 Name: Branding Iron Vertecies: 64 Enemies: 64 (for all skills) Playtime: 4 minutes Format: Vanilla Doom 2 Midi: Third Edge by Jeremy Doyle from Alien Vendetta midi pack (map12) Build time: sub 2 hours Tested in: chocolate-doom, crispy-doom Editors used: Eureka, Slade3 v64-MAP19.wad.7z Added to the main post! 1 Share this post Link to post
Sneezy McGlassFace Posted April 24, 2022 4 minutes ago, dotQLL said: Added to the main post! I must've made an update just before you linked it to the main post. Please link it again, the current one is dead. 1 Share this post Link to post
Quill Posted April 24, 2022 (edited) 5 hours ago, russin22 said: phew... Finally made this Name: fireblu inc. massacre Vertics:62 MIDI:Drilling By Night (by stewboy) map: MAP28 Format: Doom 2 vanilla Build time: 2 hours MAP28.zip The blue door seems to use tag 0, making every ceiling open as if it were a door. Same situation happens for the red door. Linedef 30 and 62 is the wrong way around. Linedef 71 isn't assigned a tag. Linedef 72, 73, and 40 erroneously have a linedef action. Don't feel bad though. I'm just making sure all of the maps are bug-free. Edit: The back of the blue door is also untextured. 0 Share this post Link to post
RockyGaming4725 Posted April 24, 2022 (edited) Map 17 finished (All co-op starts + All skills) MAP17.zip Title: Bleeding Stairs MIDI: "Mountain Slayers of the Eagle's Thunder" - Rogue Akai and Sumo Vertices: 64 Mapslot: 17 Format: Doom 2 Vanilla Build Time: 2 hours Edited April 25, 2022 by RockyGaming4725 0 Share this post Link to post
Quill Posted April 24, 2022 Just now, RockyGaming4725 said: Map 17 finished! Title: Bleeding Stairs MIDI: "Mountain Slayers of the Eagle's Thunder" - Rogue Akai and Sumo Vertices: 64 Mapslot: 17 Format: Doom 2 Vanilla Build Time: 2 hours Hm, I don't see any download link here. Did you forget to add it? 0 Share this post Link to post
RockyGaming4725 Posted April 24, 2022 (edited) 3 minutes ago, dotQLL said: Hm, I don't see any download link here. Did you forget to add it? Woops! Done :) 1 Share this post Link to post
DiR Posted April 24, 2022 I finished my map just now, although I haven't started composing the MIDI track for it yet. Here's the musicless version in the meantime. Took me about three hours (I started immediately as soon as I got the word) but the challenge of keeping things under 64 vertices was fun! I think I caught all the texture misalignments and flipped linedefs but if there's any I missed let me know, Name: iD Softserve Vertices: 64 flat MIDI: In Progress Map: Map33 Format: Doom 2 Vanilla Build time: ~3 Hours Par Time: ~3:00 (UVMax) Download Link: iD Softserve.zip And here's a couple screenshots (Don't mind the gamma correction I accidentally hit F11 instead of F12 lmao) Spoiler 6 Share this post Link to post
Cacodemon187 Posted April 24, 2022 (edited) Done! dotQLL placed me in slot 15, so the exit goes to the secret level. Cacodemon187_V64map15 Slot: 15Name: Bapho's Tall TowersVertices: 64Enemies: 31 on UVPlaytime: 2 minutesFormat: Vanilla Doom 2Midi: 'Chainblues' by FookertonTested in: Chocolate Doom and Crispy Doom 0 Share this post Link to post
Sneezy McGlassFace Posted April 24, 2022 48 minutes ago, RockyGaming4725 said: Map 17 finished (All co-op starts + All skills) MAP17.zip Title: Bleeding Stairs MIDI: "Mountain Slayers of the Eagle's Thunder" - Rogue Akai and Sumo Vertices: 64 Mapslot: 17 Format: Doom 2 Vanilla Build Time: 2 hours So it is bleeding stairs, huh? :D 1 Share this post Link to post
CblBOPOTKA Posted April 24, 2022 Map 16 arrives. It is quite chaotic and there's a place to run around. Coop, dm and difficulties are included. akhirah_20220425_0400_beta1.zip Slot: 16 Name: Akhirah Vertexes: 64 Par time: ~3 minutes Midi: Sunset Over Babylon (by James Paddock) Build time: 4 hours Tested in: dsda, gzdoom Editors used: UDB 0 Share this post Link to post
Quill Posted April 24, 2022 Main post has been updated with the completed maps! ;P 1 Share this post Link to post
Death Bear Posted April 24, 2022 Slot: 29 Name: "Blood Triangle" by Death Bear Vertices: 64 Enemies: 56 on UV Par: ~4 minutes Format: Vanilla Doom 2 Midi: Darkness Unfolds by Bloo Build Time: ~2 Hours Co-op: Starts + 1 extra monster DM: Added a few starts and weapon placements. Tested in: Chocolate Doom, Crispy Doom, PRBOOM+2.6, DSDA, GZDOOM Editors: UDB, SLAD3 1 Share this post Link to post
Quill Posted April 24, 2022 26 minutes ago, Death Bear said: Slot: 29 Name: "Blood Triangle" by Death Bear Vertices: 64 Enemies: 56 on UV Par: ~4 minutes Format: Vanilla Doom 2 Midi: Darkness Unfolds by Bloo Build Time: ~2 Hours Co-op: Starts + 1 extra monster DM: Added a few starts and weapon placements. Tested in: Chocolate Doom, Crispy Doom, PRBOOM+2.6, DSDA, GZDOOM Editors: UDB, SLAD3 Added to the main post ;P 0 Share this post Link to post
Quill Posted April 24, 2022 Since most of the maps are done, I'd like to take the opportunity to announce the deadline. The deadline is May 30th, 2022! Hopefully, this date is so far enough away that you still have enough time to finish your maps. 1 Share this post Link to post
knifeworld Posted April 24, 2022 Finished my map off earlier today and just added the MIDI choice now!V64_KW.zip Name: Hell-Nobles On Holiday Format: Doom 2 / -complevel 2 Vertices: 64 MIDI: Dispersion by Jimmy, from Reverie Difficulty Settings: Yes Monster Count: 71 on UV, 60 on others COOP: Yes, coop starts placed Deathmatch: Yes. Placed weapons, health, and ammo too Build time: 2 or 3 of hours total, on and off mapping over Saturday and Sunday Ports tested: dsda-doom 0.24.3, with -complevel 2 2 Share this post Link to post
Korp Posted April 24, 2022 Interesting, are you guys also looking for composers? :) 2 Share this post Link to post
Nikku4211 Posted April 24, 2022 With my weird way of excessive conservation, every map would look abstract. It was once All About the Benjamins, now It's All About the Vertices. Screenshots: Spoiler I struggled with how a Sin Icon map should be, as the original Icon of Sin relied on having so many sectors to get past Doom's texture limits in order to convey the huge head of the Icon, and thus had so many vertices as well. Not only was I very wary of the 64 vertices limit, but I also wanted to put my own creative spin on it, so I settled for a strange computer-flesh amalgamation. The map currently has 21 out-of-bound Lost Souls because I found the Pain Elemental too annoying with the constant barrage of Lost Souls, so I had to nerf them. About the multiplayer starts requirement... How am I supposed to properly test multiplayer? I know I can -solo-net, which I have done during testing, but how am I supposed to test deathmatch? 2 Share this post Link to post
Quill Posted April 24, 2022 (edited) 7 minutes ago, Nikku4211 said: With my weird way of excessive conservation, every map would look abstract. It was once All About the Benjamins, now It's All About the Vertices. Screenshots: Reveal hidden contents I struggled with how a Sin Icon map should be, as the original Icon of Sin relied on having so many sectors to get past Doom's texture limits in order to convey the huge head of the Icon, and thus had so many vertices as well. Not only was I very wary of the 64 vertices limit, but I also wanted to put my own creative spin on it, so I settled for a strange computer-flesh amalgamation. The map currently has 21 out-of-bound Lost Souls because I found the Pain Elemental too annoying with the constant barrage of Lost Souls, so I had to nerf them. About the multiplayer starts requirement... How am I supposed to properly test multiplayer? I know I can -solo-net, which I have done during testing, but how am I supposed to test deathmatch? I test my deathmatch using Zandronum. Open map in Zandronum Go to Options Go to Multiplayer Options Go to Offline Skirmish Set game mode to Deathmatch If you haven't set up any bots, click Bot Setup and set 'em up Select the level where you're playing Press Start Game! 0 Share this post Link to post
LSC Lasico Posted April 24, 2022 I suffered playtesting my map, so i will suffer you too :) Name: ILL star - dying star vertices: 69 - 5 enemy count: 151 map slot: 21 + 5 par time: 5 minutes MIDI: Main theme + title screen them from NUTS3 build time: 12 hours tested with: chocolate doom, gzdoom IRONLUNG.zip 1 Share this post Link to post
knifeworld Posted April 25, 2022 (edited) Here's a few TITLEPIC concepts I came up with: V64 TITLEPIC Ideas.zip I just drew a circle with 64 verts in UDB, gave it inverted spikes, and then took a shot in 3D view. Spoiler Sorry if there's too many or its hard to choose one, ultimately I don't mind if none are used, aaandd hopefully it doesn't just look like a sale sticker lmfao. Edit: 2 alternative less symmetrical pics: Could do an M_DOOM as well, but It'd be cool to see what someone else would do for that. Edited April 25, 2022 by knifeworld : deleted random duplicate pics, added 2 less symmetrical pics 2 Share this post Link to post
Hayden49 Posted April 25, 2022 On 4/23/2022 at 12:40 PM, dotQLL said: MAP01-11 Chaingunner Pain Elemental Archvile Spider Mastermind Cyberdemon MAP12-20 Archvile Spider Mastermind Cyberdemon Those monster limits are insane dude 0 Share this post Link to post
Luleta Posted April 25, 2022 (edited) map 13 is done :D name: hecksagon vertices: 64 tested in: chocolate doom and dsda-doom (complevel 2) difficulties: implemented, easy and normal not tested too much tho multiplayer: got some enemies, coop and deathmatch starts, not tested. midi: Untitled by Marc A. Pullen from execution deathmatch map08 build time: like 4 hours? mostly just coming up with ideas and experimenting download Edited April 25, 2022 by Luleta 1 Share this post Link to post
Nikku4211 Posted April 25, 2022 (edited) Here's my real surreal map: NikkuMAP30.7z Name: End of the Migraine Slot: MAP30 Format: Vanilla Doom 2 Vertices: 16 MIDI: Nikku4211 - End of the Migraine Difficulty Settings: Yes Monster Count: In addition to the amount of enemies spawned by the Icon of Sin, 5 (Easy) or 6 (Medium and Hard). Co-Op: Co-op starts placed, solo-net tested. Deathmatch: Deathmatch starts placed, as well as multiplayer-only weapons. Ports Tested: Chocolate Doom 3.0.1 Screenshots: (see my previous post) Edited April 25, 2022 by Nikku4211 1 Share this post Link to post
Noiser Posted April 25, 2022 (edited) Slot: 06 Name: Crash N Burn Vertices: 64 Midi: Turbo by Mark Klem Difficulty Settings: Yes Co-op: Yes (not tested) DM: Yes (not tested) Tested on: Chocolate Doom, Crispy DoomDownload link 5 Share this post Link to post
Shepardus Posted April 25, 2022 (edited) 10 hours ago, Hayden49 said: Those monster limits are insane dude Gotta agree here, even Doom II introduced those monsters much earlier. But if others are happy creating maps with those limits, who am I to judge... Edited April 25, 2022 by Shepardus 0 Share this post Link to post
Pistoolkip Posted April 25, 2022 Hi guys, my maps (18) isn't finished yet, but we were talking on clippy's discord about how to get more from your vertices, and I wanted to share a quick video on my map and what I do to get the most map from my vertices. In short, I use triangles, height differences, walls with two linedefs, and lowering floors. 2 Share this post Link to post
Biodegradable Posted April 25, 2022 @RockyGaming4725 @Clippy @Noiser @Death Bear Man, this project has quickly exploded, huh? You guys are map-making machines! 6 Share this post Link to post
Quill Posted April 25, 2022 (edited) Welp, we're 75% thru the project's development, so I'd like to announce some levels that need fixes. Those being:MAP11: Meet Me at the Crate Maze - @rouge_means_red Intended behavior Spoiler The FIREBLU portal does not work. MAP25: An Abstract Kind of Space - @Thelokk Fixed Spoiler Map does not work in Chocolate Doom. It does run partially in Crispy Doom, however. The floor of Sector 12 not being textured might be the cause. MAP28: FIREBLU Inc. Massacre - @russin22 Fixed Spoiler The blue door seems to use tag 0, making every ceiling open as if it were a door. Same situation happens for the red door. Linedefs 30 and 62 are the wrong way around. Linedef 71 isn't assigned a tag. Linedef 72, 73, and 40 erroneously have a linedef action. Those maps are marked with 🔧 until they are fixed. Edited April 25, 2022 by dotQLL : ;P 0 Share this post Link to post
Thelokk Posted April 25, 2022 2 minutes ago, dotQLL said: Welp, we're nearing the end of the project's development, so I'd like to announce some levels that need fixes. Those being: MAP11: Meet Me at the Crate Maze - @rouge_means_red Reveal hidden contents The FIREBLU portal does not work. MAP25: An Abstract Kind of Space - @Thelokk Hide contents Map does not work in Chocolate Doom. It does run partially in Crispy Doom, however. The floor of Sector 12 not being textured might be the cause. MAP28: FIREBLU Inc. Massacre - @russin22 Reveal hidden contents The blue door seems to use tag 0, making every ceiling open as if it were a door. Same situation happens for the red door. Linedefs 30 and 62 are the wrong way around. Linedef 71 isn't assigned a tag. Linedef 72, 73, and 40 erroneously have a linedef action. Those maps are marked with 🔧 until they are fixed. Should be fixed. Let me know if this is not the case, never use Choco so I might very well have messed something else up. 0 Share this post Link to post