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[1.4.1] v64 - Maps with only 64 Vertices

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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.

HNzl2T9.png


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!

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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.

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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.

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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 by RockyGaming4725

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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?

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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

Screenshot_Doom_20220425_040018.png.86b8bb87c345decd89ff95b6cfdff963.pngScreenshot_Doom_20220425_040035.png.039cbf37dc1e41876f84bcfedb03c8c8.pngScreenshot_Doom_20220425_040117.png.cfde6dabac3161a4aca956239d4bfe49.png

 

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Done! dotQLL placed me in slot 15, so the exit goes to the secret level.

 

Cacodemon187_V64map15

Slot: 15
Name: Bapho's Tall Towers
Vertices: 64
Enemies: 31 on UV
Playtime: 2 minutes
Format: Vanilla Doom 2
Midi: 'Chainblues' by Fookerton
Tested in: Chocolate Doom and Crispy Doom

 

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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

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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

 

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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

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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

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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.

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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

doom337.png.aa725c2211ccad523e307eb4a86fe1e1.png
doom340.png.518381b12d6370682eb95b1810e45630.png

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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


DOOM73.png.7d23b336920c5c126ae7dd48cf45d8ee.png

DOOM74.png.54ab69809842aef54e2773bf1c39d5cc.png

DOOM75.png.6e8d5be95f4d9bf17138972ed083bd01.png


 

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?

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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

 

DOOM73.png.7d23b336920c5c126ae7dd48cf45d8ee.png

DOOM74.png.54ab69809842aef54e2773bf1c39d5cc.png

DOOM75.png.6e8d5be95f4d9bf17138972ed083bd01.png

 

 

 

 

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.
 

  1. Open map in Zandronum
  2. Go to Options
  3. Go to Multiplayer Options
  4. Go to Offline Skirmish
  5. Set game mode to Deathmatch
  6. If you haven't set up any bots, click Bot Setup and set 'em up
  7. Select the level where you're playing
  8. Press Start Game!

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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

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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.


V64TITLEPIC_3_.png.4fb01f23918395e2aa8a878f40180c27.png
V64TITLEPIC_4_.png.420b2229f7a5c8cea758668818bcda98.png
V64TITLEPIC_2_.png.43d960139a6cd87ce41648426d95d219.png
V64TITLEPIC_5_.png.fef16dd401dfa0e0846a5926c18df9d6.png

Edit: 2 alternative less symmetrical pics:
V64TITLEPIC_9_.png.56f39d290f2724b80195a12f1a77f667.png
V64TITLEPIC_12_.png.fa6f3a926ff7a0f9f09ecb37394de2e8.png

Could do an M_DOOM as well, but It'd be cool to see what someone else would do for that.

Edited by knifeworld : deleted random duplicate pics, added 2 less symmetrical pics

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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

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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 by Luleta

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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 by Nikku4211

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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 Doom

Download link

image.png.7edd56c28a90ade7acb5b69839e46217.png

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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 by Shepardus

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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.

 

 

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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 by dotQLL : ;P

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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. 

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