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Breezeep

1 Hour Speedmaps - 2018 edition

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Fixed that issue (not sure how it happened since I haven't edited it for ages) and some other issues with the map: 

Smallfry v3

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For the record, I've compiled all the maps, music and textures together into a ZDoom-compatible pk3, and have done CWILVs. I'll release it when we get that 32nd map.

 

I plan on looking over all the maps to check if any aren't Boom-compatible, and bringing out a WAD version of the compilation, too.

 

@Phobus and @Benjogami are the only ones whose maps are untitled, as far as I can tell.

Edited by Jimmy

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Sorry, I didn't realise these were getting compiled. Mine's "Lure of the Grave" and uses the attached MIDI by Lexus Alyus... Or at least, it is and does in Triacontathlon.

Warm bassy.zip

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Hi I've made a map. Exceeds the 1 hour time by few mins also I'm bad at speedmapping.

Name: Brick and light (an AV inspired map)

Difficulty: UV only

Format: comp level 2 (tested with PrBoom+ and GZdoom)

 

 

 

 

bl.zip

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Damnit, I thought I was gonna make one just in time! Hope you got room for one more.

 

https://www.dropbox.com/s/b9oxj81ohy0fgyj/1hrspdcrit.wad?dl=0

 

NAME: i forgot what the name was for this, I assume it's something funny

DIFFICULTY: easy as shit

BUILDTIME: little over an hour, about 10 minutes or so because i forgot to place weapons, health, and ammo

FORMAT: Boom 

MIDI: Theme from "Greatest American Hero"

 

:^)

 

EDIT: posted fixed version with bugfixes and some balance changes

Edited by bioshockfan90

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That appears to bring the total to 33. Before the final compilation and upload takes place, I wanted to submit my updated map, which should slightly increase the difficulty on UV. I added another 10 minutes to my total in bug fixing (bringing the total time I spent on my 1 hour speedmap to ~2 hours 35 minutes).

 

Spoiler

Changes:

Changed super shotgun to regular shotgun to start the level (for HMP, UV, and NM).

Changed blue armor to green armor to start the level (all difficulties).

Placed super shotgun in another room (for HMP, UV, and NM).

Corrected some textures and aligned other textures.

Added correct floor texture to floor sector so bridge rising out of the nukage slime would have the correct-looking floor.

Took two enemies out of HMP.

Changed blue armors in DM to green armors.

Added more ammo and weapons in DM.

 

Loop at the Nukage Plant (version 2)

Edited by Pegleg : Corrected download link. Added comments about difficulty in spoiler.

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Oh sorry I had to read the entirety of this thread to know all the rules.

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Well reading one post out of only four pages of mostly very succinct posts wouldn't have hurt you, would it?

 

Sheesh. Why do I try and do good things for this community again...?

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@Jimmy I do kinda like what i assume is a script that strips the players inventory before each level so they start fresh. However just curious, will this be implemented in the boom version? That is if its possible.

 

On a similar note will you be adding a dehacked file for any quality of live adjustments like custom level names on the minimap? or is that going to be left out in favor of having only the intermission screens?

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6 hours ago, DerFurer'sFace said:

@Jimmy I do kinda like what i assume is a script that strips the players inventory before each level so they start fresh. However just curious, will this be implemented in the boom version? That is if its possible.

Not possible in Boom I'm afraid. It's done with a GZDoom MAPINFO flag.

 

6 hours ago, DerFurer'sFace said:

On a similar note will you be adding a dehacked file for any quality of live adjustments like custom level names on the minimap? or is that going to be left out in favor of having only the intermission screens?

Yeah that'll be done, it's a simple edit.

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That's cool. Thanks for compiling these Jimmy! It's amazing what you guys can come up with in such little time.

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Yeah good stuff here. If you want space @Jimmy you can remove my map since is too short/crap compared to the others^^

Benjogami, NoisyVelvet, rdwpa are my favourites, really cool stuff; but overall all the maps here are very nice :)

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Just a quick suggestion. My map (currently map 12) is substantially easier than pretty much every map in this compilation, it'd make sense to move it to an earlier  map number just for difficulty progression.

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4 hours ago, Voltcom9 said:

Just a quick suggestion. My map (currently map 12) is substantially easier than pretty much every map in this compilation, it'd make sense to move it to an earlier  map number just for difficulty progression.

when you uploaded your map, I think I ended up skipping it because my prboom+ couldn't play the wad; the error was "Z_Malloc: Failure trying to allocate 4237082144 bytes" in prboom-plus 2.5.1.3.  In Slade i just now i only see basic geometry stuff but none of the nodebuilder stuff.  I can play it back in gzdoom and runs fine, but i encountered yet another bug: i fell through a double-sided wall into the inescapable void, one located in the northeast corner of the map.  It's just kinda there and I slipped through it dodging an imp, heh.  good map though

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Oh wow. I did absolutely no playtesting on this before submitting it because I was really trying to stick to the time limit. I'll fix this and re upload it.

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Sorry about the wait for this. The WAD version of this pack is ready.

 

Download 1hour.zip (4.5MB)

 

Some very minor things have been changed:

- Maps with new skies included have had Transfer Sky specials (271) added. This includes the maps by myself, @Danzadan, @Voltcom9 and @DerFurer'sFace.

- Map order tweaked slightly - @Jthom's map is Hexen format, so it is now MAP33, and will only be accessible through use of (G)ZDoom. The maps by @Killer5 and @Archi are now MAP31 and MAP32 respectively.

- Updated MAP03's MIDI since I still have an old version of that one available online, apparently.

 

Consider this the official version, and the PK3 a now defunct edition of the mapset, which will no longer be maintained.

 

IMPORTANT: Please test this WAD, at least your own map(s)! I have verified that every single map loads and looks correct, although there might still be bugs because I definitely have not played every single map thoroughly yet.

 

I'll release this onto /idgames soon. Hope y'all have fun.

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10 hours ago, Jimmy said:

 

IMPORTANT: Please test this WAD, at least your own map(s)! I have verified that every single map loads and looks correct, although there might still be bugs because I definitely have not played every single map thoroughly yet.

 

I'll release this onto /idgames soon. Hope y'all have fun.

@Jimmy It seems like my old (bug-filled) version of the map was still used and was wondering to that decision? i uploaded the more polished correct version earlier. was it not seen or did you want the rougher not-so boom friendly variant since it was more true to the time frame?

DFF_Hamlet_PRBOOM (1).zip

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Apologies, I must've missed that somehow, I'll include the up-to-date version.

 

Check the download again and all should be good with your map.

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I've played through this, skipping the maps that I deduced were needlessly malicious. I like the almost random order of the levels, as it means it's worth skipping ahead to see more fun or higher quality ones as you go. No map-by-map points as I wasn't taking notes. I'm sure the mappers who've made needlessly malicious maps know who they are anyway and probably like them that way, so me telling you that I think they're shit is meaningless. Some surprisingly high-quality entries in here, although they're few and far between.

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