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janiform

miniwad MEGAWAD - Vanilla community project for miniwad (25 slots open!)

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Posted (edited)

This is a community project for @fraggle's miniwad. Here's some info and a screenshot of miniwad in action:

 

Quote

What's the smallest a Doom IWAD can be while still being vaguely playable? An exercise in minimalism.

The result is a WAD file less than a quarter of a megabyte that can in theory be used to play any WAD from the idgames archive.

Features:

Flat-shaded walls and floors

An assortment of identical looking enemies that look like creepy silhouettes

Nine variations of the same gun

Two sound effects

No music

No real levels (Bring Your Own Levels)

Usable menus!

Minimalist status bar

sshot1.png

 

 

 

IWAD: doom2.wad
Format: pure vanilla

Deadline: January 1, 2025

 

Rules:

  • Use miniwad as a resource when making your map: https://soulsphere.org/random/miniwad.zip
  • Maps must not exceed vanilla limits. This is to maintain the universality of miniwad. Please test your maps using CRL to ensure vanilla compatibility: https://jnechaevsky.github.io/crl/ You might find DoomWiki's Vanilla Doom Mapping Reference helpful: https://doomwiki.org/wiki/Vanilla_Doom_engine_mapping_reference
  • Maps must have difficulty settings implemented. Easy difficulty should actually be easy. UV is to taste, but please stay clear of slaughtermap territory.
  • Enforce pistol starts by using sector type 11 for (non-secret) exits.
  • Please implement courtesy coop and deathmatch player starts.
  • miniwad has no music. You may find that you prefer not to have music in your map, but custom MIDIs are allowed, provided their creators permit their use, like many of the MIDIs shared in the Resources subforum, or works licensed under a permissive license like these from OpenGameArt. If you submit a map with a custom MIDI, please link to the permission/license info.
  • No other custom resources allowed.

 

Mapping guidelines:

  • There are no textures, just solid colors! This means you are free of the 64x64/128x128 pixel grid! Take advantage of this to make rooms, floors, ceilings, doors, etc. whatever dimensions you want!
  • There are no skies, just solid colors! Use whatever flat you want as a "sky".
  • Every enemy looks and sounds identical. Every weapon looks and sounds identical. Pickups are identical within their categories (ammo, health, etc.) Make creative use of these limitations.

 

Map list:

Claimed: 7/32
Completed: 3/32

 

MAP01 - Compound - by @Automaticat: https://www.doomworld.com/forum/post/2846487

MAP02 - claimed by @Walter confetti
MAP03 - "Ocean Dust" by @Мужик с Чашкой: https://www.doomworld.com/forum/post/2842764
MAP04
MAP05 - Telefrag - by @JeffAri: https://www.doomworld.com/forum/post/2846975
MAP06 - claimed by @taufan99
MAP07
MAP08 - claimed by @janiform
MAP09
MAP10
MAP11
MAP12
MAP13
MAP14 - claimed by @Sneezy McGlassFace
MAP15 (secret exit to map 31)
MAP16
MAP17
MAP18
MAP19
MAP20

MAP21
MAP22
MAP23
MAP24
MAP25
MAP26
MAP27
MAP28
MAP29
MAP30
MAP31 (secret exit to map 32)
MAP32

Edited by janiform

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Can maps be rather short and simple? Will pistol starting be enforcedor incentivized? I think it might be cool since it would allow mappers more freedom to dictate what guns will be used on their maps, since they all look the same. I would like to sign up for a slot. 

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Is there any deadline for this? I might be interested in taking the MAP06 slot.

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@DoomGappy Great questions!

  • Maps can absolutely be short and simple - the only restrictions are the ones listed in the OP.
  • I hadn't considered making pistol starts mandatory, but it's a good way to give mappers additional opportunities. I've updated the OP with that info.
  • You can sign up for any slot you want!

@taufan99 I've updated the OP with a deadline of January 1, 2025. Map06 is yours if you want it!

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11 minutes ago, janiform said:

@taufan99 I've updated the OP with a deadline of January 1, 2025. Map06 is yours if you want it!

Thanks! I'll take it.

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Posted (edited)

this sounds pretty interesting, I'd be interested in taking the map01 slot (or any map slot from map01-map04)  

 

also this may be a stupid question but would we be allowed to use midi versions of songs by popular bands?

Edited by JeffAri

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Posted (edited)

@JeffAri You can take whichever open slot you'd like. MIDIs of pop songs are unlikely to qualify because the songs they're based on probably don't have open permissions like a Creative Commons license. I'd suggest browsing the Resources sub forum here, or maybe checking out MIDIs from OpenGameArt. Music from something like FreeDoom would also qualify.

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2 minutes ago, janiform said:

@JeffAri You can take whichever open slot you'd like. MIDIs of pop songs are unlikely to qualify because the songs they're based on probably don't have open permissions like a Creative Commons license. I'd suggest browsing the Resources sub forum here, or maybe checking out MIDIs from OpenGameArt.

oh ok then, I'll take map01 slot then, also I was thinking on using some midi versions of some old songs by maybe like NIN or Nirvana or something like that, I could use other midis tho

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Posted (edited)
2 hours ago, janiform said:

@DoomGappy Great questions!

  • Maps can absolutely be short and simple - the only restrictions are the ones listed in the OP.
  • I hadn't considered making pistol starts mandatory, but it's a good way to give mappers additional opportunities. I've updated the OP with that info.
  • You can sign up for any slot you want!

@taufan99 I've updated the OP with a deadline of January 1, 2025. Map06 is yours if you want it!

Alright, thanks! I got to testing and it's really interesting because you just can't know what enemy or weapon you are fighting. For the former, I think that makes for pretty interesting combat situations, since you have no idea if an enemy is gonna attack you from a distance or up close. For the latter, I think some sounds could be used at least  for the chainsaw and the brass knuckles, plasma rifle, rocket launcher and BFG. They could be slightly varied versions of the pistol sound like the other weapons. I'd argue this would make the final project more enjoyable to play. I'll quit yapping and get to working on a map soon. 

Edited by DoomGappy

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Posted (edited)
23 minutes ago, janiform said:

@JeffAri Map 01 is yours!

 

@DoomGappy I know what you mean about the sounds, but that's the terrible beauty of miniwad. Let me know if you have a specific map slot you want to claim!

 

@Eviternatus098 Map 20 is yours!

 

@Walter confetti Map 02 is yours!

 

@Sneezy McGlassFace Map 14 is yours!
 

I've claimed map 08.

Thanks! ^w^

 

Also I should probably have the map done by later today or tomorrow (at the latest the day after tomorrow)

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here's some screenshots of what I have done thus far

 

what do you guys thinks of it? :3

 

 

1567067509_Screenshot2024-08-3113-47-35.png.805f784067d232d469777d4c4865d462.png

1321835741_Screenshot2024-08-3113-47-25.png.306ab29b5475de6544e452f1c21e4d26.png

698357181_Screenshot2024-08-3113-47-43.png.72d7c7a1eb5c046451316a6299981904.png

1269677931_Screenshot2024-08-3113-47-55.png.d1a8788fe8e81d00cfdaa46c2382eeb3.png

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1 hour ago, JeffAri said:

here's some screenshots of what I have done thus far

 

what do you guys thinks of it? :3

 

 

1567067509_Screenshot2024-08-3113-47-35.png.805f784067d232d469777d4c4865d462.png

1321835741_Screenshot2024-08-3113-47-25.png.306ab29b5475de6544e452f1c21e4d26.png

698357181_Screenshot2024-08-3113-47-43.png.72d7c7a1eb5c046451316a6299981904.png

1269677931_Screenshot2024-08-3113-47-55.png.d1a8788fe8e81d00cfdaa46c2382eeb3.png

Update:

I made a thingamajig! ^w^

 

449214641_Screenshot2024-08-3115-04-53.png.c133af6fc9d10c7871d666eb5bf8f1d4.png

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I think I can try and join the project. I'll take MAP03.
 

Spoiler

P.S. After some tinkering, I think that there should be an alternative version of the wad, that will act more like a pwad, which just replaces only the wall and flat textures.

 

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so I decided to check my map in CRL doom and chocolate doom and I keep on getting tutti frutti effects, hom's when there are textures there, and visplanes overflows I don't know what I'm doing wrong and don't even entirely know where to start on actually fixing it so if anyone could look at the wad file for my map and see what I did wrong that fucked up the map that would be greatly appreciated 

 

miniwadmap.zip

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Posted (edited)
35 minutes ago, JeffAri said:

so I decided to check my map in CRL doom and chocolate doom and I keep on getting tutti frutti effects, hom's when there are textures there, and visplanes overflows I don't know what I'm doing wrong and don't even entirely know where to start on actually fixing it so if anyone could look at the wad file for my map and see what I did wrong that fucked up the map that would be greatly appreciated 

 

miniwadmap.zip

nvm I think I found a way to fix it

 

nvm that either I still don't know how to fix it all (although I did fix the tutti frutti effect)

Edited by JeffAri

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9 minutes ago, Eviternatus098 said:

This happens when i go to test the map:

 

 

Screenshot 2024-09-01 132545.png

Are you using Doom:Doom (Doom format)?

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1 minute ago, Eviternatus098 said:

@DoomGappyI'm using the Doom : Doom 2 (Doom format) 

Then I'm the one in the wrong here. I was testing with Doom I because I thought miniwad was designed based on Doom 1, but apparently the IWAD is Doom 2. 

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Will be interesting to see how people deal with everything looking and sounding alike, though miniwadm would be more playable for that reason.

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16 hours ago, Мужик с Чашкой said:

I think I can try and join the project. I'll take MAP03.
 

  Reveal hidden contents

P.S. After some tinkering, I think that there should be an alternative version of the wad, that will act more like a pwad, which just replaces only the wall and flat textures.

 

 

Map03 is yours!

 

@JeffAri Beautiful map! Nice evocative architecture and color choices. I like all the areas - the structure the player starts in, the tunnels, the cozy nature area, and the big machine.

 

I've tested it in CRL and noticed the tutti frutti - which I believe is due to the use of transparent textures on single-sided lines - and HOMS - which I believe are due to too many wall segments on screen at once (when the SEG counter goes to high in CRL). Simplifying some of the geometry in the machine area or using sector to block the player's view more often could help. I think the PLN issues in the curved tunnels are due to all the gradient sector lighting at the ends being onscreen at the same time as the striped floors - removing some of the lights would help. I don't think it will take much modification for your map to avoid these overflows. This info might be helpful: https://github.com/JNechaevsky/CRL/wiki

 

@DannyMan You can take any open slot!

 

@Shepardus IMO miniwadm is also a beautiful exercise in minimalism, but it has only aesthetic differences from Doom, whereas miniwad has significant gameplay differences since every enemy/weapon looks and sounds the same. I think this makes miniwad more interesting for a community project.

Edited by janiform

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4 hours ago, janiform said:

 

Map03 is yours!

 

@JeffAri Beautiful map! Nice evocative architecture and color choices. I like all the areas - the structure the player starts in, the tunnels, the cozy nature area, and the big machine.

 

I've tested it in CRL and noticed the tutti frutti - which I believe is due to the use of transparent textures on single-sided lines - and HOMS - which I believe are due to too many wall segments on screen at once (when the SEG counter goes to high in CRL). Simplifying some of the geometry in the machine area or using sector to block the player's view more often could help. I think the PLN issues in the curved tunnels are due to all the gradient sector lighting at the ends being onscreen at the same time as the striped floors - removing some of the lights would help. I don't think it will take much modification for your map to avoid these overflows. This info might be helpful: https://github.com/JNechaevsky/CRL/wiki

 

@DannyMan You can take any open slot!

 

@Shepardus IMO miniwadm is also a beautiful exercise in minimalism, but it has only aesthetic differences from Doom, whereas miniwad has significant gameplay differences since every enemy/weapon looks and sounds the same. I think this makes miniwad more interesting for a community project.

Yeah I looked at some the reasons a visplane overflow could happen and realized that the gradient lights were messing everything up lol, and there's probably some other things I plan on changing to make sure it works in vanilla, also thanks for the compliment ^w^

I tried to make the map look as good as I could with very limited texture choices :3

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@JeffAri Yeah, vanilla mapping definitely encourages minimalism! I had actually forgotten how tutti frutti worked. I think if someone wanted to intentionally use tutti frutti or HOMs to create special effects, that would be fine.

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