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Raith138

30 Sectors: A Community Project for Boom (Limit Removing) (Closed)

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12 hours ago, Raith138 said:

Also, the idea of this project is to try to make a map via cleverly using sectors and looking at your map there isn't too much of that happening... It just feels like a normal map. I don't want to just knock you down but I cannot accept this map at it's current state.

What do you mean by 'cleverly using sectors'? I don't really understand.

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45 minutes ago, randomsounds01 said:

 

What do you mean by 'cleverly using sectors'? I don't really understand.

I mean that you are supposed to merge sectors in clever ways to make the most out of them. Look at map 28 for example and look at how the sectors are used. That is what the idea is.

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10 hours ago, Raith138 said:

I mean that you are supposed to merge sectors in clever ways to make the most out of them. Look at map 28 for example and look at how the sectors are used. That is what the idea is.

Oh, that makes sense. I'll try again, focusing a bit less on monsters this time.

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Just letting people know I am still alive.

I am working on my map but I ended up restarting because I did not like it.

I also added something to the OP that says, take a screenshot of your map and submit it to be used in the release.

For all people finished their maps already just post one here.

Edited by Raith138

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I'm interested, and could use a challenge to make a map that has less than 500 sectors in it.  :P

 

I'll take slot 09, it seems to be empty still!

 

EDIT: does the 30 sector limit apply to out of bounds stuff like voodoo doll conveyors and teleport closets?

Edited by Matt Eldrydge

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28 minutes ago, Matt Eldrydge said:

I'm interested, and could use a challenge to make a map that has less than 500 sectors in it.  :P

 

I'll take slot 09, it seems to be empty still!

 

EDIT: does the 30 sector limit apply to out of bounds stuff like voodoo doll conveyors and teleport closets?

30 sectors is 30 sectors
no exceptions

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1 hour ago, Raith138 said:

I made a TITLEMAP, what do you guys think?

MIDI suggestions would be good.

TITLEMAP.zip

Looks pretty cool
And maybe the title midi from Heretic

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3 hours ago, RED77 said:

MEAGRE MEAL BY RED77.zip

Map Title Meagre Meal - V1

Map Slot MAP07

MIDI used  - Asteroid Dance, Part 1 by Alexander Brandon

Map Creator RED77

Favorite Screenshot 

image.png.2182e59e3571d83f1611d3a5b51f68f1.png

Couple of problems here.

BIGBRIK3 is used throughout most of the map which gives it a repetitive feel and there are misaligned textures everywhere. The room after the first lift has misaligned metal next to the lights, the 1 unit wide tunnels throughout the map are visible in the map itself and I think the blue lights could be replaced with SUPPORT3. There are too many misaligned textures to name but you should be able to find them pretty easy. The clever usage of sectors is, while there, not that frequent and you have some sectors that just do one thing and that is it. I don't expect all sectors to be taken to the absolute limit but there are many sectors here that just serve one purpose. I do like the outside area in the screenshot but I see no reason why you need to use 4 sectors for that water, why not just use 1? I think this map has a lot of potential and if you remove the misaligned textures and add some more texture variety then I think it would be a really good map.

 

After looking at it I realized that those tunnels seem to be connecting separated sectors and if that is true, then you can join them without drawing those lines by (In UDB) pressing j. 

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1 hour ago, Raith138 said:

Couple of problems here.

BIGBRIK3 is used throughout most of the map which gives it a repetitive feel and there are misaligned textures everywhere. The room after the first lift has misaligned metal next to the lights, the 1 unit wide tunnels throughout the map are visible in the map itself and I think the blue lights could be replaced with SUPPORT3. There are too many misaligned textures to name but you should be able to find them pretty easy. The clever usage of sectors is, while there, not that frequent and you have some sectors that just do one thing and that is it. I don't expect all sectors to be taken to the absolute limit but there are many sectors here that just serve one purpose. I do like the outside area in the screenshot but I see no reason why you need to use 4 sectors for that water, why not just use 1? I think this map has a lot of potential and if you remove the misaligned textures and add some more texture variety then I think it would be a really good map.

 

After looking at it I realized that those tunnels seem to be connecting separated sectors and if that is true, then you can join them without drawing those lines by (In UDB) pressing j. 

 

thanks for the feedback, I didn't know about the J for joining sectors, that will make this so much easier.

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Got started with map 09. Still baby steps, I cycled through three different aesthetic ideas (concrete cubes, caves and slimebase) before settling on some sort of ancient library suspended over slime.

 

m0RxPZK.png

cX4bnPc.png

X5ZNOl3.png

ndX0Wmk.png

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Almost posted this as map09 over Matt lol. I'd prolly prefer map09, but I'ma just go w' map12 for now at least anyways.


Anyways, this was a speedmapped lil majig that was mostly done within a night, after being started the night before just before bed, and mechanically-finished & overall tweaked mid-day and tonight. Way faster than I expected for the main chunk, and fun af to make.

 

Download: 30 Sectors AnArchaicApparatus MAP09 VARIOUS FIX.zip

(Major thanks to Djoga for letting me know about the Archvile screwery and no-teleporter goofups in the first version, and alexsa2015sa for a few more in the nukage back areas.)


Map Title: Timmy (Age 30 [Sectors]) Fell Down The Toxic Well Again, Oopsie

Map Slot: Map 09 (Thanks, Matt)

MIDI used: ENIMAPOD - Super Sewer Fever Boogie 3000 (custom midi that I likewise slapped together specially for this map. If any of ya'll want a MIDI for ya map, lemmie know I guess. :V)

Map Creator: AnArchaicApparatus (Enimapod)

Favorite Screenshot: 

Screenshot_Doom_20231018_020824.png.8ecd52eea0a7bc644521d927b959acb9.png
 

Spoiler

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EDIT: Here's more screenshots for funzies:

Spoiler

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Screenshot_Doom_20231017_225022.png.10b22e5bb97f26d1c7ccea5f26fbf82f.png

Screenshot_Doom_20231018_021626.png.b83af67fed2bfde7561e53e74cc65429.png

Screenshot_Doom_20231018_022234.png.a2f1da4acb2ea7b69ff3388dba9ca135.png

 

Screenshot_Doom_20231018_022252.png.ca25b46b07d75dbeed9e6c17c50e05c5.png

Screenshot_Doom_20231018_022300.png.6d17e1261b158478d8c4161dbf138d83.png

 

 

 

 

 

Edited by AnArchaicApparatus : Fixed an error in the map [edit: a handful of errors AGHarrr maties,] added more screenshots for fun.

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Hah, funny that we both went for the same slot and had some similar ideas aesthetic wise! I wouldn't mind trading spots once my map is actually done, though maybe we can leave that for the project's leader to decide too.

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9 hours ago, AnArchaicApparatus said:

Almost posted this as map09 over Matt lol. I'd prolly prefer map09, but I'ma just go w' map12 for now at least anyways.


Anyways, this was a speedmapped lil majig that was mostly done within a night, after being started the night before just before bed, and mechanically-finished & overall tweaked mid-day and tonight. Way faster than I expected for the main chunk, and fun af to make.


Map Title: Timmy (Age 30 [Sectors]) Fell Down The Toxic Well Again, Oopsie

Map Slot: Map 12

MIDI used: ENIMAPOD - Super Sewer Fever Boogie 3000 (custom midi that I likewise slapped together specially for this map. If any of ya'll want a MIDI for ya map, lemmie know I guess. :V)

Map Creator: AnArchaicApparatus (Enimapod)

Favorite Screenshot: 

Screenshot_Doom_20231018_020824.png.8ecd52eea0a7bc644521d927b959acb9.png
 

  Reveal hidden contents

bwahhh.png.48182e907178d1f401843ef1f83c9cc5.png

 

30 Sectors AnArchaicApparatus Map 12.zip

Everything is good except this
image.png.e9f4597a688ab4b8e5193bce0323e9a7.png
Archvile stuck

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7 hours ago, Djoga said:

Everything is good except this
image.png.e9f4597a688ab4b8e5193bce0323e9a7.png
Archvile stuck

Thank ya very much for testing so soonly and finding that. I am dum-dum and am not used to thinking too much about compatability, so I just test in the same Zandronum executable from 2017 w' default compatability. (...which I should change...)

 

 

9 hours ago, Matt Eldrydge said:

Hah, funny that we both went for the same slot and had some similar ideas aesthetic wise! I wouldn't mind trading spots once my map is actually done, though maybe we can leave that for the project's leader to decide too.

Yee.

 

Tbh even though we both did the, "Nukage w' brick and stuff," majig, you actually tried different stuff until you found something cool, consistent, clean, and modern, meanwhile I dove in blindly and made a 90's-ey semi-eclectic thing (as per regular.) Gotta love Community Projects for that grabbag. :p

 

Idk how long/hard ya plan to have your level, but mine is a 6-8 minute linear straight-ahead thing, so if ya have something harder and/or longer it might fit MAP12 a bit better anyways.

 

We'll see how it goes, and thanks for the offer.

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5 hours ago, AnArchaicApparatus said:

Thank ya very much for testing so soonly and finding that. I am dum-dum and am not used to thinking too much about compatability, so I just test in the same Zandronum executable from 2017 w' default compatability. (...which I should change...)

I forgot to mention another thing

Spoiler

 

doom04.png.4fdada005bb0b962f1776e2e80d7413c.png
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At some point the nukage floors are lowered in the sewer section, and if you accidentally fall into the pits, there's no way out.image.png.bce465a9dfabcfb8b0a6b7152d4b105c.png
Although there is a teleporter linedef in the chaingunner pit, the player can't walk through it, because it's too close to the wall.

Moving the linedef a bit higher like this will fix the issue.

image.png.5151a2e9ab7785e6228e4ff077144a03.png
Since you have 17 sectors left, you can also make teleporter rooms for the pits at the sewer entrance.

I just noticed that my upcoming map also shares the same aesthetics as yours and Matt's: green bricks, marble, metal walls and bookshelves.

Edited by Djoga

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I will play map 12 tommorow.

Looking at it in UDB it looks exactly like the kind of sector usage I wanted here.

Got a lot more sectors to use though.

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3 hours ago, Djoga said:

I forgot to mention another thing

  Hide contents

 

doom04.png.4fdada005bb0b962f1776e2e80d7413c.png
doom05.png.ab3f6c32f7044fbc9de5499f12e70fb6.png

At some point the nukage floors are lowered in the sewer section, and if you accidentally fall into the pits, there's no way out.image.png.bce465a9dfabcfb8b0a6b7152d4b105c.png
Although there is a teleporter linedef in the chaingunner pit, the player can't walk through it, because it's too close to the wall.

Moving the linedef a bit higher like this will fix the issue.

image.png.5151a2e9ab7785e6228e4ff077144a03.png

 

Thanks again, fixed. [Had a version w' the first fix but not the second fix for a bit because am dumb.]

image.png.dd11c5f36f7b21afc1bdc9243d0ea3a1.png

image.png.e05d15b25a49c9ccd80c07d6b2a97374.png

Quote

I just noticed that my upcoming map also shares the same aesthetics as yours and Matt's: green bricks, marble, metal walls and bookshelves.

The bookshelf thing is more of a Matt thing, gotta love that look and unintentional motif though.

 

Quote

Since you have 17 sectors left, you can also make teleporter rooms for the pits at the sewer entrance.

Quote

Got a lot more sectors to use though

Yeag, I know I got a bunch more sectors, but:

- I went into this mainly trying to use sectors as tight-laced efficient as possible while making a fun level that looked aite, and I hit the spot where it felt like everything was tied up neatly already.

- Since lots of Community Projects can suffer from, "goddamn it, these levels be too long," syndrome because most peeps wanna show the best/most impressive stuff they can, I've been trying to keep the kinda speedmaps I've been cooking for Comm. Proj.s kinda brief and (mostly) combat focused - which also helps me try and improve my independent fight design stuff, since I'm gradually chipping away at my big-ass own thing that I started half a decade ago (with less skill and junk) and so on.

 

Also, that reminded me to check SLADE again:

Spoiler

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Turns out, I had two grate-flat things w' the pinkies in the first fight accidentally not-joined. 'Unintentionally made a level that could work in one of those 10 Sector projects w'out actively thinking about it. :0

 

 

...Also, since I'm posting right now, may as well share a bit extra...

Spoiler

'Had so much fun with the first map for this that I thought I'd try another idea that vividly sprung into my head.

 

I'm planning on this turning into MAP29.

 

So far, the idea I'm going with is having it be a simple, monster-free puzzle map to kinda let there be a lil extra atmospheric/otherwise buildup before whatever MAP30 ends up being in a more out-of-the-box way (and try some stuff for my own junk again.) Been playing some Odessa to get me, "in the zone," while also simultaneously getting ideas while filtering out the annoying things that are kinda just dumb and/or irritating and didn't age too good.

 

'Thinking about having it have a few straightforward lock-in paths w' unique variations on the puzzles for extra replayability, though I might have it be do-stuff-in-whatever-order instead, though the multiple tunnels visible w' the meat walls and overall feel kinda tell my gut to keep trudging the first.

Spoiler

Maybe there can be a secret BFG and cells or something to reward anyone who felt like doing em all for weird fun. 

 

Gonna try and have hell features in there, but so far it's just cold steel and a bit of flesh.

image.png.5cac6b9a8e5e5d47e9e93645b063c8d7.png

 

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Mostly minor updates like texture alignment, but since I'm posting anyways why not.

30sec_alexsa2015sa_map18_v3.zip

30sec_alexsa2015sa_map13_v4.zip

 

@RED77 Meagre meal - map07
- The yellow key is possible to miss and results in a softlock. Shrink the gaps between the pillars and the key so it cannot happen, or maybe place a spare one up there with the revenant balcony opposite.
- Also, there doesn't seem to be anything related to map07 specials. Oh well, it isn't like it matters.

- The ponds outside are not merged in the currently posted version, just in case you forgot they exist while getting rid of tunnel merges. This saves you 2 more sectors to do stuff with.

- One of the secrets (the first/last, depending) is an unmarked wall... not that automap doesn't reveal something is fishy, but still worth noting.

Overall, pretty nice with decent difficulty, except a little harsh - two major mistakes like a revenant rocket and you basically can't recover with non-secret items provided. More importantly, the situation isn't at all better at lower difficulties, there's just a few less fodder while *all* revenants - and they are the main enemy present - are kept intact, and I hope you know how much a single mistake with revenants can hurt which is probably more likely if person chooses lower difficulty. You could replace a few of bonus items with stimpacks and medikits for lower difficulties, so that two 80-rockets won't make you near-dead.

 

@AnArchaicApparatus  - map12
It is an okay level overall, except for too much ammo. The many, many backpacks placed in the open feel cheap since they make any hypotetical continuous play secret backpacks irrelevant. Is it possible you replace them with normal ammo pickups instead? I never used anything but SSG until the very end and had everything else topped up, so replacing backpacks with shells shouldn't hurt ammo situation any.
- Sector 4 will always softlock if *anything* is in the way inside tunnels while you raise it in final room, by, say, not cleaning a random monster that happens to get stuck between floor and ceiling. If you skipped the nook to the right, this will *always* happen because a demon is stuck on border of sectors, and worse, you can't fix it because you have no way back anymore.
Thankfully, the fix is simple: make that raise floor boom switch a crusher. Problem solved with a squish... though this also makes the nook population irrelevant, but you also have plenty of sectors to use as different tag.
- Related issue: coop players can also be softlocked from the same area if  they are inside tunnels. Make at least one SR lower switch in every sector 5 area, the way that final slime wall is, or add more teleport sectors. Probably add a teleport sector that opens *only* after player raises the slime pool, you have more than enough sectors to spare.

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19 hours ago, AnArchaicApparatus said:

 

Tbh even though we both did the, "Nukage w' brick and stuff," majig, you actually tried different stuff until you found something cool, consistent, clean, and modern, meanwhile I dove in blindly and made a 90's-ey semi-eclectic thing (as per regular.) Gotta love Community Projects for that grabbag. :p

 

Idk how long/hard ya plan to have your level, but mine is a 6-8 minute linear straight-ahead thing, so if ya have something harder and/or longer it might fit MAP12 a bit better anyways.

 

We'll see how it goes, and thanks for the offer.

 

Haha, yeah. I'm also crazy for Sunder's monochrome and epic architecture, one day I hope to get something similar going on but that'll happen when it happens! Hell, I can see navigation being a bit obtuse in this map thanks to the primarily square level design and consistency but I won't make it too big either way.

 

I'm thinking of making it essentially a mini adventure map. Around 10 minutes long or so if you know where you're going, combat is obviously gonna be there but nothing too difficult - something like that.

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5 hours ago, alexsa2015sa said:

 

@AnArchaicApparatus  - map12

Spoiler

It is an okay level overall, except for too much ammo. The many, many backpacks placed in the open feel cheap since they make any hypotetical continuous play secret backpacks irrelevant. Is it possible you replace them with normal ammo pickups instead? I never used anything but SSG until the very end and had everything else topped up, so replacing backpacks with shells shouldn't hurt ammo situation any.
- Sector 4 will always softlock if *anything* is in the way inside tunnels while you raise it in final room, by, say, not cleaning a random monster that happens to get stuck between floor and ceiling. If you skipped the nook to the right, this will *always* happen because a demon is stuck on border of sectors, and worse, you can't fix it because you have no way back anymore.
Thankfully, the fix is simple: make that raise floor boom switch a crusher. Problem solved with a squish... though this also makes the nook population irrelevant, but you also have plenty of sectors to use as different tag.
- Related issue: coop players can also be softlocked from the same area if  they are inside tunnels. Make at least one SR lower switch in every sector 5 area, the way that final slime wall is, or add more teleport sectors. Probably add a teleport sector that opens *only* after player raises the slime pool, you have more than enough sectors to spare.

 

Aite, point-by-point:

 

- Replaced the backpacks in the big fight thing w' [nothing.] Still keeping the first three, as a treat. I also only used the SSG until then, but giving the player more options within reason is nice imo.

- It was already a Boom action, so I just had to flip the crushinator variable.

- Went with the actionable-wall-detected thing, and did the teleporters thing but went with a pre-existing sector again, marked with the glowing skull-rock thing in each.

Spoiler
Quote

...but you also have plenty of sectors to use as different tag.

...Probably add a teleport sector...

...you have more than enough sectors to spare.

image.png.9aefaa57bff1ce4f41a7a4f95a78adfe.png

--------------------------------------------

1 hour ago, Matt Eldrydge said:


Haha, yeah. I'm also crazy for Sunder's monochrome and epic architecture, one day I hope to get something similar going on but that'll happen when it happens! Hell, I can see navigation being a bit obtuse in this map thanks to the primarily square level design and consistency but I won't make it too big either way.

Yeag.

 

Also, rant-ism ahoy:

Spoiler

Funnily enough, I actually got into playing through Sunder beyond MAP02 recently (by warping to MAP03 out of curiosity,) and got through MAP06 (Grinder). It's a perfect proving ground for a long midi I've been jamming on in spurts since just over a year ago for one of my weird gonna-be-long maps I've barely shared w' anyone yet. I relied on infighting and had a not-too-hard-time until Grinder, and it took 3 to 3.5 hours real time since I'm not a slaughter-WAD-head.

 

That's why the big fight room in my level is HK's/Barons and Imps, it's basically a very similar setup to a lot of fights from MAP03-MAP05, and a smaller scale version felt like it'd be right at home and more like a basic combat puzzle than, "Lookit my map, no newbs allowed back here haha >:)."  

 

Some architecture of Sunder so far doesn't really catch my eye as deeply as it could I guess since am ooga booga creature, and like to go back to playing stuff like Obituary, the Serenity series, Osiris, and other old stuff, and ultra-virtuosic themed modern architecture and other super-mega-clean-AAA-Doom-mod stuff can easily get homogenized in its own right - though I love Precarious for example. There is a lot of really cool shit in Sunder though, and a good bit of thought behind the fights, and I'ma try and gradually study it under a magnifying glass like a big bug with angry eyebrows that keeps ripping my flesh.

 

1 hour ago, Matt Eldrydge said:

I'm thinking of making it essentially a mini adventure map. Around 10 minutes long or so if you know where you're going, combat is obviously gonna be there but nothing too difficult - something like that.

 

Yee, I'ma update my post to say MAP09. Lessgoooo, and good luck on yours.

 

 

EDIT: [Also I'm still offering me making midis for some maps in this project if anyone wants.]

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@AnArchaicApparatus

 

Map 12:

I like it. Pretty hard but it feels fair. The texturing is chaotic but still feels consistent. The softlock has been brought to your attention already. But, I do not know if anyone noticed the hanging body in the starting room goes through the roof for some reason. I wish the map was longer and used more sectors but I guess it is fine.

(Loved the MIDI)

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1 minute ago, Raith138 said:

@AnArchaicApparatus

 

Map 12:

I like it. Pretty hard but it feels fair. The texturing is chaotic but still feels consistent. The softlock has been brought to your attention already. But, I do not know if anyone noticed the hanging body in the starting room goes through the roof for some reason. I wish the map was longer and used more sectors but I guess it is fine.

(Loved the MIDI)

 

 

Thanks.

 

If ya feel it's a bit hard, I think having it be kinda short and straightforward this way will help when intermingled w' a lot of other peeps' maps that'll prolly be longer. I think adding anything else would start dragging it, especially given this one works more on a kinda Scythe-X-ey straight-line combat flow.

 

The softlocks have been fixed, and I updated the post w' the most recent version hours ago.

 

Also, Matt and I kinda seem to agree that it'd be MAP09, which is also fixed in the most recent version. :V

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Yep, I'll be going with map 12 purely because I want my map to be a bit longer. I'm still 15 sectors in, but the map is shaping up to be a little longer - helped by the fact I'm using a lot of midtexture switches and so far, only one lift/door.

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On 10/11/2023 at 8:59 AM, Matt Eldrydge said:

...EDIT: does the 30 sector limit apply to out of bounds stuff like voodoo doll conveyors and teleport closets?

 

Btw, I saw this last night and wanted to give a note on that, but just went eepy rapidly.

 

This is also kinda a note for anyone in general who wants teleport traps or whatever in their levels.

 

--------------------------------

 

My solution to that issue was to have every teleport trap be having:

- Deaf monsters

- Shove em in some geometry that's the same sector as somewhere else

- Their teleporting is triggered by line of sight, then running towards the players position instead of a sound pipe, a conveyor, or anything really moving. or needing an extra sector, so ya can spare those for cooler things.

- Have the barrier linedef have a texture to either hide it (like a wall) or shown but also look interesting (like bars or something)

 

- Don't forget to have the, "this is supposed to be a wall," linedef(s) be marked as secret, and everything (mainly the solid linedefs, but all is a lil better) behind there be hidden.

- If ya want it to be triggered by a switch or something, if it activates a lift or door or floor/ceiling mover majig, use that as an extra barrier on the inside of the setup. If ya don't want it to be heard/moving by the player, just shove the whole thing further back if you have room to wiggle it in given the rest of your linedef/sector architecture.

- Also don't forget to have a bunch of teleport linedefs, so that the next fella comes in as soon as the teleport exit thing isn't brushing against any of them coming out (This is good for monster teleports in general imo.)

 

Spoiler

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Also, if the texture you wanna use is shorter than the sector you wanted to shove it in it you do the simplest form like shown above, either just have the room nudging the wall and the monster-zone be different heighted sectors, or have a lil hidden barrier slice from another sector already w' different ceiling and floor heights, so it won't make the texture keep stretching weirdly in software mode:

 

 

 

Spoiler

Extra spoiler, since this is basically a hint to a puzzle for the map29 I'm making, though it's just the second brain-tease out of what's gonna be more, so eh. :V

Spoiler

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Spoiler

This technique is basically what some old WAD authors did instead of the more edumacated or normal vanilla versions, and a good bit before conveyors and Boom stuff, like here in the first map of Herian - just being exploited for the sake of sector saving wizardry.

 

If I remember correctly, since it was just one teleport linedef, most of those imps just serve as a weird behind-a-wall fight.

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Edited by AnArchaicApparatus : Removed a bit from quote for more clarity, and added another pic.

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I am actually going to put some advice here for making the most out of your sectors.

 

Try to make the same terrain show up multiple times through out your map, in my map I have multiple cave sections because I know it won't cost me any more sectors. I also recommend making a teleport closet out of any time you have a door open or have bars lower. It won't cost you sectors and the playtime will be increased. Also just generally be clever, I have a blood waterfall coming down from a cliff but I know you will never see the floor of the cliff so I did not make it blood so I could use it elsewhere in the map. I also think that grates are far more important here so try to use more midtextures.

 

I hope this may spark some ideas.

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Quick update on my end, started my (third attempt) second map last week, still not sure if I'll keep this one. wanted to break away from the symmetry of my first one (of which the music is almost done, I just compose slow sometimes) and came up with a cool, somewhat moody train station with a goofy story. Mostly action focused, want it to a a drop in and go kind of map, one secret. Here's some 'caps, lots of polish is still needed, might start again if I'm not feeling it, these maps don't take me too long to make.   

Spoiler

 

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