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Tuxlar

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Everything posted by Tuxlar

  1. Tuxlar

    Minimalist Challenge

    Not bad. I want to look into ways to make nice visuals with the constraints, now.
  2. Tuxlar

    Minimalist Challenge

    If you're referring to my map, maybe you'd prefer telling me where you're having trouble, specifically. Otherwise, I might risk offense by suggesting you're not cut out for my idea of skill 4, from what I'm guessing you're probably used to. FDAs work just fine, as well. ;)
  3. Tuxlar

    Minimalist Challenge

    If you wanted to be personally safe, it would be recommended to build with explicit rectangles in such risky convergence areas. I should probably mention that. I'm starting to get proficient at spotting errors, so I wouldn't mind helping with error checking, if it came to it.
  4. Tuxlar

    Minimalist Challenge

    Haha, I keep missing that stupid barrel, somehow. Ugh. v1.3a Any logic constraints can be mastered with time, but I understand if it's not initially comfortable. The rectangle-only rule is a bit awkward for certain editing, I found, hence the earlier (minor) rule update: "All map structures must be formed from rule-abiding squares/rectangles. Identical adjacent sectors made of such rectangles may be fully merged; they need not retain redundant lines."
  5. Tuxlar

    Minimalist Challenge

    2-sided 32-long lines part of such 32-wide pillars would be excepted, by that rule. I've decided not to add the rule, however. Connected 160-wide rectangles can be used to accommodate higher-tier monsters to the same ends (albeit less freely). Plus, it seems inelegant to have that as a sole exception to the 1-sided touching rule, now that I think about it... Also, v1.3 without such pillars, and some fixes.
  6. Tuxlar

    Minimalist Challenge

    No, I mean just fill in 32x32 squares; no 'freely editable' shape changing (if that's what you mean...?). You can create some spacious areas with this, but that's why it's limited to 12 16. Without this rule, certain high-tier monster use seems impractical, unless done solely through the wildcards, or else multiple 160 sectors. Also, here's v1.2 of UAC Budget Cuts. I've further tweaked it to use 12 such sectors, which as you'll see do not create that huge of an effect (I might revert it, even). I'll hold off on adding the rule for a bit longer, however. Beyond this, I'm pretty sure there won't need to be any further rule updates for the purposes normal doom gameplay (minimalism, by definition, doesn't accommodate well for slaughter-style gameplay, or anything like that). Edit: Here's v1.3, without such sectors. Also fixed a few errors.
  7. Tuxlar

    Other games with strong mapping community?

    You'd be surprised with what can/has been done with 'just' squares.
  8. Tuxlar

    Ice bucket challenge WAD

    "Oh, I ran out of time/inspiration/patience/competency for this map I was making. I think I'll take my frustration out on some poor schmuck's queued map." Just kidding. I like the idea.
  9. Tuxlar

    Other games with strong mapping community?

    Minecraft and Garry's Mod/Source have fairly sizeable mapping communities. I recall there was something to be said for Serious Sam, as well.
  10. Tuxlar

    Minimalist Challenge

    Yeah, you can use your wildcards to make either 2 large areas, or 2 elongated complex areas (exploiting the non-limited 2s line rule for this). I'm almost considering a size limit of 512, but let's see where we can go with this rule as is. Anyway, under the new rule set, here's v1.1 of my map, now titled 'UAC Budget Cuts'. Tons of tweaks and fixes; should be more palatable, this time. Still beta, until a bit more testing is done. Enjoy! Update: Contemplating a new rule for a specific case that seems to arise pretty frequently: "You are permitted to transform up to 16 occurrences of square, 32 width, solid (1-sided) line pillars into new sectors, despite other constraints." Not adding it just yet, mind you. The wildcard rules solve a few instances of Rocket Launcher-induced misery, but this rule permits flexibility for more uses of certain girthier (non-boss) monsters. I've noticed mancubii and arachnotrons are very difficult to use properly, with the current rule set.
  11. Tuxlar

    Do you ever use automap marks?

    I used them on ED map12 to good effect.
  12. Tuxlar

    Minimalist Challenge

    Sorry for taking so long for feedback. I appreciate the attempt. Besides a few fixable constraint-breakers, a few things to note: - I liked the use of verticality with the tall red room. It could improve with more uses of those chaingunners/snipers, and maybe also some added some flyers. It's a good use of the constraint to layer the progression of a given area, though. - More layout complexity in general (via plain corridors, but without introducing outright mazes) could have been added without much trouble, which would have lended a lot to gameplay. The small sample in the middle of the crate room stopped short of offering much of interest, other than a minor revenant ambush. - Nice music. :P I'll finish tweaking my own map to completion in a bit. Thanks again for helping me do SCIENCE!
  13. Tuxlar

    Central Disposal

    FDA (prboom+) Some derpage. Also had to afk (briefly) a few times. Things of note: - Demons cant descend some stairs - BFG secret seems a bit much, or perhaps just not hidden well enough for its reward - Lots of skippable monsters; wide open spaces don't make them particularly pressuring (except the hitscanners, to a degree) - A few cases of monsters on lower levels in front of the player; vanilla-unfriendly (player cannot easily shoot down) - SMM room has bleeding issues, and SMM was almost wholly-skippable Otherwise seemed fun.
  14. Tuxlar

    Minimalist Challenge

    That I did. Which is weird because it was completely unnecessary... :P Anyway, I'll clean that up and examine the other submission a bit later. For now, here's a rule set update I'm contemplating: Edit: Removed. One interesting side note: Due to the rectangle-only geometry in my map, it appears the node structure and the map structure are almost exactly 1:1! Just thought I'd point that out.
  15. A vanilla map for some mapping practice. Gameplay was the priority over visuals, but expect a few... surprises. ;) FDAs appreciated. Lemme know if you find any bugs. Exitway v1.3 Changelog: v1.3 (August 23rd) - Improved trickster cyberdemon triggering. - Modified long hallway a bit. - Removed a player entrapment spot. - Improved some minor texture issues. v1.2 (August 18th) - Various minor balance and cosmetic tweaks. v1.1 (August 16th) - Fixed several bugs, particularly for vanilla-compatibility. - Small tweaks to balance. v1.0 - First release.
  16. That was certainly an interesting run! While I was aware of those sequence breaks, I'll admit I hadn't fully planned out some of the contingencies for exploiting them. Of course, the difficulty shown in getting that skip makes me think I should leave it unpatched... Sorry about the cyber. That was just rotten luck. He usually takes a moment before firing. :P Edit: v1.3 (August 23rd) - Improved trickster cyberdemon triggering. - Modified long hallway a bit. - Removed a player entrapment spot. - Improved some minor texture issues.
  17. Tuxlar

    Minimalist Challenge

    Whew! Took the better part of the day, but I finally pulled mine off: minchal_tux.wad Edit: See head post for most recent version. I'm completely out of energy right now, but I'll be sure to give feedback/replies a bit later. I want to try out a new rule set soon, having seen the results of this one conclusively. Anyway, this map is beta, skill 4 only, and not tested fully for vanilla just yet (but it SHOULD still work). Enjoy!
  18. Thanks! There is a fix I could try for that with dummy sector sound propagation. Thanks for pointing it out.
  19. Tuxlar

    Minimalist Challenge

    Unless my eyesight has gone bad, looks valid to me. Edit: Never mind. Map coming soon. Edit Edit: Hang on. Delayed.
  20. Tuxlar

    Minimalist Challenge

    I did say it was a challenge. I'm starting to find there's a finite amount of practice before you do indeed get comfortable with the constraints, as I expected, but it's certainly more than 15 minutes, having nearly finished my own map. :P That said, I stand by the rules, for their intended purpose. Rule 1 all but eliminates the temptation of micro editing. Rule 2 minimizes editing complexity; rectangles are about the simplest structure to work with, if you're open to tricks. Rules 3, 6, 7, and 8 keep your rectangles behaved; whatever challenge you can't find a way to implement that rules 4 and 5 don't accommodate, you could do without, for gameplay purposes. Feel free to test this! It is an experiment, after all! I'll have my own map ready shortly. I'll also play through yours in a bit, Scypek2. Thanks for helping me do SCIENCE!
  21. Tuxlar

    Minimalist Challenge

    Yes. As long as it sticks to the grid and the 90-degree rule, you can do this freely.
  22. Tuxlar

    Minimalist Challenge

    In strictest terms, the rules that are important for this challenge relate to layout, so I'm not against custom textures. True to the idea of minimalism, adding resources to the wad ought not be necessary (and it isn't, strictly speaking), but in the case of door textures in particular, I think the rules themselves could do with some minimalism, especially given the iwads' limited accommodations for 96-wide surfaces. I'll permit them. Flats as well.
  23. Tuxlar

    Minimalist Challenge

    Hmm, no you didn't. Edit: Except for the 'orphaned' 2-sided lines not in contact with 1-sided lines, apparently. But it seems I did indeed somehow overlook the 192 corridor effect after all! I must add a simple rule: 'All 2-sided lines must connect to at least 2 lines at each end.' You will be able to use your 2 free-size rectangles to replace the larger corridors, but the smaller ones must be implemented with either your allotment of 160-wide rectangles, or with a different design. I apologize for the inconvenience. You were right, actually. I completely overlooked the simple case shown above, it seems.
  24. Tuxlar

    Minimalist Challenge

    Try it! Make a map in 15 minutes, and see what you can come up with.
  25. Tuxlar

    Minimalist Challenge

    I believe this is the largest 'area' using 96-wide rectangles you could accomplish with current rules, if I've figured them right: I shall. I agree the constraints are best understood with illustrations.
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