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Jannak

The Largest Map created for Doom?

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What is the largest/biggest (or basically the longest level) map ever created for Doom?

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How are you measuring it? Area of space covered? Number of vertices, linedefs/sidedefs, etc.? File size of raw map data? Number of monsters? Amount of time taken to play it and kill everything (subjective, obviously)? Distance from one side of the map to the other?

There are maps that allow you to move out to the farthest corner of the Doomspace at (32768, 32768) and wrap around to the other side - does that count?

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Grazza said:

There are maps that allow you to move out to the farthest corner of the Doomspace at (32768, 32768) and wrap around to the other side - does that count?


Yes

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Grazza said:
There are maps that allow you to move out to the farthest corner of the Doomspace at (32768, 32768) and wrap around to the other side - does that count? [/B]

WHY WOULD YOU NEED THIS MUCH SPACE?

Anyways, I can think of Awakening and Industrial Zone. (The latter of which is still in the works!) Also, Sunder's maps are rather massive.

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That map NaturalTvventy is making is probably one of the largest maps I've seen in terms of structural statistics (lines, sides, etc). It will probably take a long time to complete as well. Also pretty much anything in Sunder.

One of the maps I just finished up for Vela Pax is one of the largest maps I've ever made in a number of different ways. I came very close to breaching the linedef limit and I constantly scrapped up against the sidedef limit while adding gameplay elements. As far as gameplay time is concerned, it probably takes me at least 2 hours to finish on UV with saves. I'd imagine it would take a first time player 3-4 hours on UV to finish.

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Deus Vult (the original, whole map, not the version that was split into smaller maps), possibly. Only on area covered, though.

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There's a custom version of Vrack2 you can get from the deepsea site which claims to be the largest level ever. Though I think it has been beaten since.

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the bounding box of rjspace by earthquake is 32704x32704 and it is filled by playable area. rjsloth by timeofdeath is just slightly smaller. masterjumps map09 by morrison/tod has sectors 32767 high and touching the ceiling wraps you around and shoots you upwards from the floor. time to beat these maps varies from several minutes to several months, depending on players' rj skills. zdaemon rocket jumping is a niche thing though.

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dew said:

the bounding box of rjspace by earthquake is 32704x32704 and it is filled by playable area.


I think I'm going to break my previous record, in regards to sidedefs, sectors, and especially segs in my current project. ;) Dunno what the span of the overall area will be though. Probably similar.

And is no one gonna mention Deus Vult map05? That map made a lot of source ports its bitch... Edit: oh shit, nevermind.

TrueDude said:

WHY WOULD YOU NEED THIS MUCH SPACE?

Some people (and wad authors) prefer one continuous map instead of dozens of smaller maps. Plus it's some e-penis thing. Also cooperative-based (or some special game mode) multiplayer maps benefit from great size. The larger the map, the more it seems like a journey. Actually, I think the standard map limits are quite restrictive. You got any idea how much shit I had to toss out when developing rjspace, because i ran out of space? :)

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This but it doesn't play very well though :/

Edit: Updated link to include another version with nodes and a smaller version that is playable (valid blockmap) and probably very close to the vanilla limits.

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It may not work with all source ports (only 1 sub sector). It works best with vanilla doom2.exe.

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esselfortium said:

I'll take a whopper with fries. Please drive around.


What does that mean? If your saying that you'd take large and small maps in the same sitting then I agree.

I like small maps, but when I play a huge map that has enough variety in encounters and in visuals to keep it interesting and a good atmosphere to boot, I'd play it and love it. Much like Map28 of DooM 2 Unleashed! I can never get too much of a good thing. :)

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In addition to the previously mentioned maps, Magikal's cc29 seems like it should be at least a contender. He had to delete a bunch of stuff to make it run.

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Doomhuntress said:

The Shrine from Eternal Doom IV. Come on, why has it not been mentioned?


Is that Espi's map27?

I think my Xmas Doom 2011 map will be among the largest maps.
It spans about 30,000 units in length on each axis and forms a landscape containing a city with buildings, roads, and the like, and many buildings give access to new places that vary in size, from a casino-interior to a UAC-base interior that is the length of a typical Doom map. Look forward to it!

Development is going at a snail's pace at the moment, unfortunately... >:|

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back in the day (up to maybe 1999 or so) i used to highly prefer single, massive maps over megawads since i (common opinion?) tend to get bored before finishing a megawad; however, if it is just one map then i make sure to finish it.
i stopped caring about that when i came back to doom, since the new trend was for megawads to have thematic episodes in order to help alleviate this boredom.
now?
i love scythe 1...and i also love massive massive maps like Deus Vult, Cybersky, and Vrack2.

Holyhell is pretty huge, although the gameplay might not be as epic.

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I prefer huge maps over megawads of decent-sized ones. I love all maps, but as for me, PWAD massive maps are boss

by th way, thanks for mentioning those maps.. I just downloaded them and will try them out some time \m/

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The Lag said:

back in the day (up to maybe 1999 or so) i used to highly prefer single, massive maps over megawads since i (common opinion?) tend to get bored before finishing a megawad; however, if it is just one map then i make sure to finish it.
i stopped caring about that when i came back to doom, since the new trend was for megawads to have thematic episodes in order to help alleviate this boredom.
now?
i love scythe 1...and i also love massive massive maps like Deus Vult, Cybersky, and Vrack2.

Holyhell is pretty huge, although the gameplay might not be as epic.

Yeah, I was thinking about that level but I didn't remember it's name. In the monster department the fifth map has 19906 (20 000 death souls included) monsters

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40oz said:

id take a million tiny maps over a few enormous ones any day.


x1000, but nonetheless it's interesting what some people have built.

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The Lag said:

i stopped caring about that when i came back to doom, since the new trend was for megawads to have thematic episodes in order to help alleviate this boredom.


Thematic episodes tend to make the boredom worse for me, I think the only two wads that ever pulled it off well were Darkening, and Darkening E2, mostly because the themes were awesome and they managed to pull of a lot of diversity within the themes. Scythe X on the other hand is very bland, the theme gets boring after the first map. You can play with shapes as much as you want, but it's not going to save a mapset with no contrast + sterile gameplay. If someone decides to choose a theme for 10 levels atleast try choose one where you can pull off a lot of diversity. Sorry, rant over.

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