scifista42 Posted June 20, 2013 Capellan said:39 maps, now. Not all of them entirely serious, perhaps, but still a good haul. Might make 50+ at this rate. I'm still considering doing at least one more. Doomworld Mega Project was supposed to get a map from as many mappers as possible (although only one map per person was allowed). During the time of the whole year, they finally got 40 maps. I think we can celebrate already :) 0 Share this post Link to post
Capellan Posted June 20, 2013 To be fair, there are probably single maps in the Mega Project with more linedefs than every map in this thread put together :) 0 Share this post Link to post
Obsidian Posted June 21, 2013 Anyone made a MAP07 yet? I thought that one'd disappear fast. :P 0 Share this post Link to post
Capellan Posted June 21, 2013 Hmm. I hadn't even thought about that. Definitely an item to consider. Would like to see (or perhaps make, myself) something that isn't a rote Dead Simple knock-off, though. 0 Share this post Link to post
Mikle Posted June 21, 2013 My 100 lines map from Memfis pack: http://mikle.ucoz.com/load/0-0-0-1-20 Title: Cells Build time: ~5 hours Music: No Coop: Yes DM: Yes Tested in Doom95, Boom, ZDoom. It is desirable to sky 1 or 2. 0 Share this post Link to post
Capellan Posted June 21, 2013 Here's a stab at a map07. Sins Mapped to map07, of course. It's something a bit out of the ordinary for me. I also confess that - other than checking all the tags work - it's entirely unplaytested. 0 Share this post Link to post
Capellan Posted June 21, 2013 walter's first map Alas, this has 101 linedefs. Disqualified! :) Actually, it would be pretty easy to eliminate a linedef (or even quite a few) from this map to bring it down to the 100 limit. It's quite a gimmicky map, with the opening hitscan/barrel hell and the cyber encounter both being a bit gonzo. I had fun playing it, though. Demonologist Definitely not to my tastes. Obsidian's Core Crash Completing this appears to be entirely a matter of luck, with no way to gauge whether you are targeting the icon or not. Katamori Another level with almost no map. This is basically just a hallway, a door, and an exit switch. Memfis (not for idgames; complevel 9) Pitched a bit above my skill level, and I found the platforming rather wearisome, but this is a clever little level on the whole. Wasn't a fan of starting the level in nukage, though. That's a bit rude! Good to see an inventive approach taken to the challenge, here. 0 Share this post Link to post
ArmouredBlood Posted June 21, 2013 Pretty good. Thought the lifts were a bit anticlimactic after the last part opened, but you seemed to have run out of lines. 0 Share this post Link to post
Capellan Posted June 21, 2013 The lifts pretty much exist only to make it harder to simply ignore the end game and run for the exit. I may well rework that part of it. 0 Share this post Link to post
Alfonzo Posted June 21, 2013 Title: Bloodwerks Author: Alfonzo Build Time: ~4 hours Skill Settings: Yes Music: Yes Coop: Yes DM: Yes My first attempt at a map within 100 lines, and probably not the last! A couple of times I found myself agonizing over whether a line was doing its job well enough to avoid removal, but I think my preference for bulky, corner cutting architecture made it all a little bit easier. Multitasking linedefs! 0 Share this post Link to post
scifista42 Posted June 21, 2013 My second entry, but this time I directly say I don't want it to be included in \idgames release. It's my first ever slaughtermap :P (at least first uploaded to internet). But compared to other slaughtermaps we already have, mine is quite weak (=uninteresting) and bland. However, unlike most slaughtermaps, mine shouldn't be overly difficulty-wise frustrating (as I don't like such maps), only a little tedious. Download Goatherd. (instead of a screenshot, imagine a totally flat field of goats in a perfect square formation looking away from you and you have it) Title: Goatherd Build time: few hours Music: Yes Coop: Yes Deathmatch: Yes Difficulties: Yes, but affects only ammo and items Number of lines: 99 ;) EDIT: ^ @st.alfonzo: Architecturally-wise it's quite good map, but please, add ammo. It's no fun to stand in a damaging blood, push yourself against chaingunners and archvile on a raised platform and only can use a chainsaw. 0 Share this post Link to post
Walter confetti Posted June 21, 2013 oh no, too bad! However, i'm glad of how this map liked a lot.... Hey,actually i've deleted some lines to the final project (the cyberdemon courtyard for example was much more larger....) i'll see to fix it.... 0 Share this post Link to post
Alfonzo Posted June 21, 2013 scifista42 said:^ @st.alfonzo: Architecturally-wise it's quite good map, but please, add ammo. It's no fun to stand in a damaging blood, push yourself against chaingunners and archvile on a raised platform and only can use a chainsaw. I was going to retort, but decided to give it a few more runthroughs to check... and lo; even considering the ammo deprivation gameplay I had in mind it's probably too tight. I'll see what I can do! Having the player work up a comfortable surplus of ammo through liberal use of the chainsaw is what I'm shooting for, and otherwise have the player break even if he elects not to use it. EDIT: Updated the map to fix ammo balance. Also added DM and coop support. I quite enjoyed your first submission, by the way. It's well drawn out (in length and layout) and makes liberal use of lines as per the project goal. 0 Share this post Link to post
Dco16 Posted June 21, 2013 I was compelled to try this. http://www.sendspace.com/file/07huc7 0 Share this post Link to post
Archi Posted June 21, 2013 Got an simple idea, made in hour or so. http://www.mediafire.com/download/88r17gr272n522g/100_aga.wad 0 Share this post Link to post
dobu gabu maru Posted June 21, 2013 Damn, we're gonna have a couple of full releases on our hands at this rate. Something about this restriction is really spurring creativity. 0 Share this post Link to post
Capellan Posted June 21, 2013 Updated "Sins". Think the end game is a bit better now. Links above and in OP also updated. dobugabumaru said:Damn, we're gonna have a couple of full releases on our hands at this rate. Something about this restriction is really spurring creativity. Remember that only maps specifically noted as OK for idgames will be uploaded, so some count only for the thread. I guess also there is the question of whether there should be any quality control on the maps that do get compiled, and if so, who decides what's in or out. As for why there have been so many responses ... I think a couple of factors play a part: 1. concrete technical limitation 2. challenge factor 3. quick to attempt I think #3 should not be underestimated :) 0 Share this post Link to post
Ribbiks Posted June 21, 2013 Capellan said:Remember that only maps specifically noted as OK for idgames will be uploaded go ahead and use mine if you wish. the requested metadata: Title: Big Butts Build Time: ~1.5 hours Skill Settings: UV only Music: Yes Coop: No DM: No 0 Share this post Link to post
Jayextee Posted June 21, 2013 Capellan said:Remember that only maps specifically noted as OK for idgames will be uploaded, so some count only for the thread. I guess also there is the question of whether there should be any quality control on the maps that do get compiled, and if so, who decides what's in or out. Whether mine (Cross the Rubicon) is in or out, I okay it for idgames. :) 0 Share this post Link to post
TimeOfDeath Posted June 21, 2013 I don't think I explicitly said so, but please feel free to use mine in the /idgames release. This was a very fun mapping challenge! 0 Share this post Link to post
joe-ilya Posted June 21, 2013 Deathmatch support and difficulties. http://www.mediafire.com/?tqthfwwjs8phm3q 0 Share this post Link to post
Obsidian Posted June 22, 2013 Capellan said:Obsidian's Core Crash Completing this appears to be entirely a matter of luck, with no way to gauge whether you are targeting the icon or not. Heh, there's a 4-sided pillar in the core and you need to shoot each side to lower the Icon. I can see how that'd confuse people though. You'll know if you hit a side by the outer pillars lowering. 0 Share this post Link to post
Capellan Posted June 22, 2013 Oh is that how it's supposed to work? Never going to happen if the player doesn't have a hitscan weapon prepped, leaving them completely perplexed as to what to do. I think it needs a cue as to what to do, rather than a confirmation after the event that you're on the right track. A switch you can't see is not something you're likely to shoot at. 0 Share this post Link to post
Capellan Posted June 22, 2013 Scypeck2 Verrrrrrrry gimmick-driven map, which is not generally to my taste. This was relatively well executed within its concept, however. joepallai This felt very short. And no wonder - it's a mere 58 linedefs. I guess Joe took the 'or less' part of '100 lines or less' very seriously :) What little there is of the level is decently good fun, though there should perhaps be a block monster flag around the teleporter to stop the monsters accidentally going to the end area? Ribbiks Beyond my capabilities, but with the addition of difficulty settings, could be a fun map. Archi's first ... GRB's 2nd map I must confess to being rather fond of this map. It's very game-y / gimmicky in its structure, which is not something I usually enjoy, but the basic concept was straightforward and easy to identify (if not necessarily to execute). 0 Share this post Link to post
Capellan Posted June 22, 2013 I'm definitely noticing that a lot of the maps tend to be either fragments - just a room or two - or 'puzzles'. Not puzzles in the sense of switch hunts, but situations where the key is finding the right strategy or tactic to resolve the encounter/situation. There aren't a lot of levels using more conventional Doom gameplay and working on ways to fit that into 100 lines. NoobBait This map is an example of the above, featuring more than twice as many HP of monsters as you have ammo to deal with. Even infighting will only get you so far, after all. Still, it's totally finishable, provided you aren't looking for 100% kills. dutch devil Aw yeah. DD delivers in spades. Obsidian's Aquaden A return to the concentric squares of "Corrode", this level perhaps suffers a little from the fact that the secret exit is easier to get to than the normal exit. That aside, I found it a pretty fun little romp. 0 Share this post Link to post
Capellan Posted June 22, 2013 (I've switched to compat 9.) AB's 'secret message' Well, it's presumably a joke wad, but it actually has some quite fun tactical situations in it. Skillsaw Fun arena-y level. Clever use of lower textures for key markers to save lines (though even more could have been done to save lines on the doors). Mostly just a level I ran around in, as I largely ignored the monsters and bee-lined the exit. There was plenty of space to take this approach. Chris Hansen This is a fine effort at a more traditional Doom level, while still adhering to the 100 lines limit. I liked it a lot. Archi's second Another gimmick driven level, as you hop from platform to platform while being pelted by revenants. Not my idea of fun. Phml It's a giant triangle filled with things. Archi's SoD24 riff I'm not a fan of the concept, which I guess originated in SoD map24 (haven't played it). Execution of the idea is OK though. an_mutt I liked that this was more of an attempt to offer typical Doom-style play. With difficulty levels, I would probably enjoy it more - a bit beyond my skill/patience level as is. Scifista42's Penbene This was a fun map, showing that you can squeeze a decent amount of content into 100 lines while delivering a map that doesn't look terrible. I think it would be possible to improve the map's looks still further, but it works fine as is. My only gripe would be the cyber battle, which can simply be ignored by running in circles around him until the exit appears. Obsidian's 4th Presumably a joke submission. Kaiser Kaiser's chosen to use more lines for detail than he might otherwise have done, which together with some other linedef-inefficient choices, forces this to be quite a short map. It's a pretty fun one though, with a diverse mix of enemies in its short span. Da Spadger This IoS map has the advantage of being more obvious in its workings than Obsidian's, though the swarm of monsters already on the map at its outset makes it not much more fun to actually play, for my tastes. TimeOfDeath There is apparently more to the level than the opening catwalk, but I'm never going to see it. dobugabumaru Ditto, except it's a corridor, not a catwalk. walter's 2nd 102 linedefs this time. Alas, this rule-breaker is not even an interesting map: lots of dark, 64-wide corridors dotted with archviles does not really make for compelling gameplay, and the exit room is completely skippable. joe-ilya Typical joe-ilya weirdness: triangular crates, eclectic texturing, and so forth. Kind of fun gameplay for the most part though. The final cyber is a bit 'meh', especially since you can knock him off his platform, thereby making him a non-issue. That brings me up to the point where I finished my second level, which seems like a good point to break for the day. 0 Share this post Link to post
joe-ilya Posted June 22, 2013 The cyberdemon fix with some alignment fix. http://www.mediafire.com/?tqthfwwjs8phm3q 0 Share this post Link to post
Walter confetti Posted June 22, 2013 mm really? I thinked to do less than 100 linedefs in that map, and it's another rule breaker! Also this one doesn't appealed that much... 0 Share this post Link to post
Alfonzo Posted June 22, 2013 Final update for Bloodwerks featuring skill settings and other visual/gameplay tweaks. I'm also thinking through a second map, which should be somewhere near presentable in due course! 0 Share this post Link to post
Katamori Posted June 22, 2013 Capellan said:Katamori Another level with almost no map. This is basically just a hallway, a door, and an exit switch. Did you like it anyway? Or is it just a "runner-up"? :P 0 Share this post Link to post