Shadow Hog Posted December 10, 2012 I think I took closer to an hour than 30 minutes, due to all the texture alignment that had to be done, but still, here. It's piss-easy and there's no difficulty balancing, but there you are. Should be vanilla-compatible, since Visplane Explorer's pretty happy with it, but since I tested it in PrBoom+, I make no guarantees. 0 Share this post Link to post
cannonball Posted December 10, 2012 @memfis and Phml to be honest, this isn't exactly a serious megawad, just a nice breather from other projects to come up with short and simple maps :) would be nice to see a megawad of these and they would be fun to speedrun as well :) 0 Share this post Link to post
Shadow Hog Posted December 10, 2012 Whoops, 26 monsters instead of 25. Took 5 more minutes to remove one, and add some more multiplayer Things. Same URL. 0 Share this post Link to post
General Rainbow Bacon Posted December 10, 2012 Another one: http://www.mediafire.com/?xojp8z0wdaz7eqo 0 Share this post Link to post
Obsidian Posted December 10, 2012 Roughly 30 minutes. http://www.mediafire.com/?uu5ff84yibx3r89 I didn't pin a track to it, so you'll have to endure the horrors of D_RUNNIN. :P 0 Share this post Link to post
Pottus Posted December 10, 2012 40 mins the usual 30 mins dev 10 minutes testing/fixes http://www.mediafire.com/?i0c7299jj8tiif8 0 Share this post Link to post
ArmouredBlood Posted December 10, 2012 35 minutes or so. Guess what the name is an acronym of. 0 Share this post Link to post
General Rainbow Bacon Posted December 10, 2012 Uh.. Blind Camels Wish Your Afternoon Funky. 0 Share this post Link to post
Shadow Hog Posted December 10, 2012 Bruce Campbell Wants Your Ass Fired 0 Share this post Link to post
Phml Posted December 10, 2012 TinyPhml2 Boom compatible. Genuine attempt this time, but way over limit (about 70 minutes all in all, 50 minutes if you exclude playtesting). I'd keep adjusting things, but stopping everything once the map is at a point where gameplay isn't utter crap anymore is more in spirit with the time limit. 30 minutes just isn't enough for me, should've figured out a clever one room fight and stuck at that. 0 Share this post Link to post
Phml Posted December 10, 2012 Crushed Boom compatible. 29 minutes, everything included. 0 Share this post Link to post
(empty) Posted December 10, 2012 Phml said:Crushed Boom compatible. 29 minutes, everything included. This is pretty clever. I don't think I've ever realized how obnoxious most monsters knockback can get until now. Flipping Chaingunners... 0 Share this post Link to post
Phml Posted December 10, 2012 Sin Tested in GlBoom+ complevel 9, but should be vanilla compatible; 27 minutes. 0 Share this post Link to post
Phml Posted December 10, 2012 CrossTheRoom Boom compatible, 39 minutes. A bit ham-fisted, but I couldn't find a way to make the concept work within the timeframe. 0 Share this post Link to post
mouldy Posted December 10, 2012 thought i would have a crack at this, although it took longer to fix all the mistakes than it took to make the map in the first place, but have it anyway: http://www.mediafire.com/?p32y71j1fhf3k13 0 Share this post Link to post
Phml Posted December 10, 2012 Nice. Didn't expect that ending at all. Actually, I thought the map was "bugged" and IDDTing only reinforced that misconception, heh. :) 0 Share this post Link to post
Tristan Posted December 10, 2012 Crap.wad Took half an hour, Boom compatible, reminiscent of 1994. 0 Share this post Link to post
Pottus Posted December 10, 2012 Eris Falling said:Crap.wad Took half an hour, Boom compatible, reminiscent of 1994. Despite the 7000 wasted segs ;D Also Phml your creativity is very entertaining =) 0 Share this post Link to post
Walter confetti Posted December 10, 2012 http://speedy.sh/ncWwr/fast-city.wad 35 minutes, plus 30 minutes of testing and add things and stuff... 0 Share this post Link to post
(empty) Posted December 11, 2012 walter confalonieri said:http://speedy.sh/ncWwr/fast-city.wad 35 minutes, plus 30 minutes of testing and add things and stuff... The moving texture on the wall near the end is bugged. Specifically, one part of the "tube" animates way faster than the rest. Not sure if that's an error or GZDoom bugging. Not sure why that tube is in an almost-bottomless pit, either. 0 Share this post Link to post
mouldy Posted December 11, 2012 some of these maps are way too nice looking (compared to my effort). Does make me wonder if I could do a map a day for a month and make a megawad though. 0 Share this post Link to post
(empty) Posted December 11, 2012 mouldy said:some of these maps are way too nice looking (compared to my effort). Does make me wonder if I could do a map a day for a month and make a megawad though. No, since there's a maximum of thirty-one days in a month, and a full megawad is thirty-two maps. 0 Share this post Link to post
General Rainbow Bacon Posted December 11, 2012 Technically a megawad is anything with 15 or more maps, so he could actually make 2 in a month. http://doomwiki.org/wiki/Megawad 0 Share this post Link to post
Walter confetti Posted December 11, 2012 (empty) said:The moving texture on the wall near the end is bugged. Specifically, one part of the "tube" animates way faster than the rest. Not sure if that's an error or GZDoom bugging. Not sure why that tube is in an almost-bottomless pit, either. Ok, fixed: http://speedy.sh/7zERP/fast-city2.wad Also, i've checked out and we've got 28 maps so far! (29 if we include the memfis little room-style map... 0 Share this post Link to post
dobu gabu maru Posted December 11, 2012 I really enjoyed Crushed. Very simply concept with nerve-wracking gameplay. Currently trying to come up with a good single room design and see if I can finally finish a map in 30 mins. 0 Share this post Link to post
Shadow Hog Posted December 11, 2012 If we do go for a proper MegaWAD, I wouldn't mind a few more minutes to decide on a quick MIDI and title for my map before it gets tossed in. 0 Share this post Link to post
dobu gabu maru Posted December 11, 2012 Did much better this time. Spent 30 minutes designing and throwing in guys, then about ten minutes tweaking/playtesting. Doing only one room really helps to concentrate your effort. I really like the idea I have going for this level, and I think I might make an enhanced version for something like Slaughterfest '13. Music from pcorf of course. vanilla compat. Download Scorched. 0 Share this post Link to post