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iddq_tea

1 Sector Community Project

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Posted (edited)

@Pistoolkip

 

The map was made by @NinthBurn, not me, so you might want to credit properly :) Nice video though!

 

-

EDIT: (sorry about a few false pings, I misread two whole posts on the last page)

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Posted (edited)

So I have started building a map around some tricks that don't work in GZDoom. (Sorry for being vague, I don't want to spoil the surprise just yet.)

 

The easiest solution would probably be to make a UDMF version of the map as well and include that, either as a 2nd wad or just to be loaded through ZMAPINFO. I don't know how you would feel about that. It can probably remain 1-sector only and it would be functionally the same as the Boom-version map.

 

Another option is just to include the map as-is and warn people it doesn't work in GZDoom.

 

Lastly I could rework the map so it's playable in GZDoom with just some visual weirdness at the end. This is my least favourite option, but as this is a community project I don't feel it's up to me to set the terms of compatibility etc.

 

Thoughts?

 

 

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32 minutes ago, plums said:

Thoughts?

My 2c - it's perfectly fine to exclude specific source ports that don't conform to target compatibility in a project that's all about magic of very hard and deliberate engine abuse.

My map definitely won't work on Eternity Engine, GZ might be another candidate (for different a reason) but not sure yet. I'm considering a warning text-texture at the beginning as the way of dealing with it.

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This sounds like absolute Hell... and I'm all for it. Can I take MAP18?

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Hey, sorry about causing a bit of a weird fuss over Fibonacci numbers, but I think I might bow out of this, if that's okay. I still have another map I'm working on for a different community project.

But I look forward to seeing what other wild things people make for this.

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Does slot 30 have to be an Icon of Sin map? If not, I'd like to make a map for it

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@Forgotten Soul You got it!

 

@NinthBurn Only internally, the Level 30 slot displayed on the thread will not be an Icon of Sin map.

 

 

All slots now gone for now, if anyone wanted to participate but was too late, you can keep an eye on this thread in case a slot opens up!

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On 5/15/2024 at 10:51 AM, iddq_tea said:

Deadline yet to be decided, but will likely be sometime in summer.

 

hi! if it is not too much to ask, may i know which country the summer season you are referring to? for instance, summer in [new zealand] is in months of december-february. tq in advance.

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@rita remton Interesting, I had no idea! The deadline will be decided very soon now that the project structure is more or less finalized, the summer season I had in mind ranges from June to August!

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On 5/17/2024 at 12:11 PM, Proxy-MIDI said:

Hello there. Here comes a first version for my map. I hope you will enjoy ! ;) 

 

  Reveal hidden contents

Map Name: Who Turned-Off the Light ?
Slot: 4
Format: Boom
Textures: Vanilla + The Texture Pack used for this project
MIDI: "Cycle of Torment" by @bofu
Tested with GZDoom.

 

Download it here. ;)

 

:ahem: May someone just test my map please ? 

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On 5/17/2024 at 1:11 PM, Proxy-MIDI said:

Hello there. Here comes a first version for my map. I hope you will enjoy ! ;) 

 

  Reveal hidden contents

Map Name: Who Turned-Off the Light ?
Slot: 4
Format: Boom
Textures: Vanilla + The Texture Pack used for this project
MIDI: "Cycle of Torment" by @bofu
Tested with GZDoom.

 

Download it here. ;)

You say you tested this in GZDoom and I don't know how different the experience there is, but the map is unbeatable on vanilla sourceports.

 

The exit in particular: it's completely invisible, it's as pitch black as any other wall in the map (I'm guessing GZ lights up the walls and things with dynamic lights?) but in vanilla everything is pitch black, only the light sources and firing monsters are fullbright. Some sourceports have a colored exit line in the automap but since I tested it on Woof, I didn't even have that luxury so I had to check UDB to find out which wall was the exit switch. But once I got to it, it was unreachable - the hanging corpses are the blocking kind and in non-GZ ports you cannot walk under them, so the exit is literally blocked off. The corpses aren't even visible to begin with so there's really no point in having any sort of hanging decorations in a map like this...

 

It's a neat concept and thank you for not making the fights super difficult, I managed to get through without dying, but I was constantly using the automap to navigate and even turned on IDDT when I was missing a kill to make sure it wasn't stuck in one of the closets (it wasn't). My eyes feel very tired after this, lol, I assume the experience is much nicer on GZ but it was just not fun in vanilla, sorry. Can you test the wad in something like DSDA Doom or Woof and make the necessary fixes?

 

Oh and P.S: testing these maps in GZDoom might not be a good idea for another reason, this wad might end up being incompatible with GZDoom due to some Boom hacks we used in other maps, which don't work in GZDoom. We may add some GZ-specific scripts to at least make the maps beatable, but nothing's certain yet, it all depends on the amount of incompatible maps. I will put this warning on the main thread, too.

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