-
Content count
110 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Synami
-
Star Cycle is a Limit-removing set of 11 short, punchy maps which take 2-3 minutes each to beat. Snag it now! Difficulty settings implemented. Textures from greenwar2-tex. Palette by @stephyesterday. Music credits are in the WAD file.
-
I will admit this wasn't intentional, but I'll keep it in case if players just want to get to the more substantive maps faster. Fairly certain only the first 2 maps have this issue.
-
Doom 2 [Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami posted a topic in Community Projects
>> Download on /idgames! << You don't get involved with DOOM for the story - just go out there, and map. :) Map format must be DOOM2 Limit-Removing [-cl2]. DSDA-Doom is the targeted source port of choice, so playtesting on this port is recommended. Map must be created within an hour. Adding music, difficulties and balancing the map/fixing bugs doesn't count towards the time. Custom music for each map is mandatory [Module files, .OGG, .MIDI] - this can include custom music not originally by you. The maximum bitrate allowed for .OGG files is 128kbps. Maximum file size for a custom track is 3MB. OGG files may not include, or be from copyrighted works. Custom textures are forbidden outside of the resource WAD. You can make your maps as hard as you want, just make sure it's possible to complete them in a single or double segment UV-Max run. At least 1 secret has to be in each map, this can include one at the player spawn to fix the 0% secrets issue. There is no limit on the number of maps you can submit. For submissions, post in this format: The deadline date is August 1st. The resource WAD contains a -cl2 compliant version of MISCTEX with some modifications, alongside a DEHACKED lump. Said lump increases the rate of fire of the chaingun, rocket launcher and plasma rifle, alongside increasing the amount of ammo you get from pickups and the maximum ammo counts. If more than 32 maps are submitted by the deadline, the maps will be split into two separate WADs. If your map isn't considered up to par/is low effort, it'll be placed in the secondary maplist. The custom switch textures do not function. This is a compiling mistake I'll be sure to remedy if I do a project like this again - please use stock switch textures. The lava fall texture is BLODRIP1-4. Please use that instead of the static LAVFALL patches. (Load alongside the resource WAD! The primary list is loosely ordered by difficulty in ascending order.) > Resource WAD (MISCTEX-ctd) < Happy mapping! -ω- -
60 Minute Marathon Demos [-complevel 2]
Synami replied to Monsieur E's topic in Speed Demo Submissions
MAP01 UV-Max in 1:18.80 60mm01m11880.zip MAP02 UV-Max in 0:26.26 60mm02m2626.zip MAP03 UV-Max in 1:45.71 60mm03m14571.zip MAP09 UV-Max in 0:28.63 60mm09m2863.zip MAP13 UV-Max in 0:53.34 60mm13m5334.zip MAP19 UV-Max in 1:35.80 60mm19m13580.zip MAP21 UV-Max in 1:19.83 60mm21m11983.zip MAP24 UV-Max in 0:33.03 60mm24m3303.zip MAP26 UV-Max in 0:06.51 60mm26m651.zip MAP28 UV-Max in 0:10.71 60mm28m1071.zip -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
And it's out! Refer to the original post - ctdeath.wad contains the primary maplist, while ctdeath-b.wad contains the secondary maps. -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
Submissions are now closed! Thank you all for mapping - a compiled version will be up soon. -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
That's a mistake on my end, thanks for pointing it out! I've now fixed that. -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
Three days left until the deadline! @Hebonky Another reminder to please update your maps to include other difficulties before I finish compiling. -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
Your version of DSDA may be outdated? I'm not sure, but in v0.27.5, the music works fine for me. -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
Notifying everyone here that there's one week left until the deadline! If you want to start a map (or another :^) ), now is a good time! @Hebonky @OverflowingMocha @knifeworld @RedBoule Reminder - some of your maps still don't have all difficulty settings implemented. It'd be a big help to add them, before I start compiling everything together after the deadline hits. Thank you! -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
@rita remton Single segment UV-Max in this instance means completing a map without saves or rewinds, with 100% kills and secrets (this set targets -cl2, so at least one secret has to be in the map). Double segment would be the same thing but with one save/rewind, in case of a fight with light rng. -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
@RedBoule Good map! Just a heads up - when you balance the difficulties, the static NUKFALL textures should be changed to SFALL too. My apologies for not removing the double defined fall textures in advance. -
[Limit-Removing] Countdown To Death - 1 Hour Speedmapping Project (now on /idgames!)
Synami replied to Synami's topic in Community Projects
@wasdbee Playtesting counts towards balancing - most of the hour spent should just be finishing map geometry and texturing, alongside setting up key fights. Time after that should just be making sure the map's beatable. -
Make a map in 1 hour & beat the map above you - speedmapping fun thread
Synami replied to Jacek Nowak (jacnowak)'s topic in Map Releases & Development
Neat little map, the revenants at the end gave me some trouble. :P syn staticforce.zip Map Name: I Want To Be A Machine Format: Limit-Removing (-cl2) Tested in: DSDA-Doom 0.27.5 IWAD: Doom 2, MAP01 Music: Chrono Trigger - Belthasar (Sequenced by Andrew Thompson) Difficulties: UV only Multiplayer: No Textures: Sky from Mechadon's Box O' Skies, Tech texture from Makkon, Palette from Sunder Build Time: 58 Minutes, plus a couple for patching badly behaving sectors. Also includes the time I playtested. Screenshots: syn0014.zip -
I was in the same boat as you, but then found out on the downloads page a UDB-compatible config which neatly categorises everything exists. Actual amazing time saver for texturing. Also on topic, since 1000 Lines 3 is under the CC Attribution 4.0 license, I don't think there would be an issue with ripping the vanilla compatible OTEX from the wad as long as you credit it and Liberation as the compiler.
-
I Can't Get Excited About (AAA) Games Anymore
Synami replied to Major Arlene's topic in Everything Else
AAA games are a strange case to me, some of them look really cool e.g most of the recent CoD games but I feel like they place more of an emphasis on graphics than playability or the amount of actual content. Black Ops 6 is reported to have a 309.8GB file size, which is absurd for a single game. The gameplay reveal trailers aren't even what they claim to be either, and naming it that when looking at the final video is nothing short of insulting to the people who still care about a mostly tarnished series. Doesn't ring a good bell for the actual amount of content included, as if I willingly bought this game, I'd probably take more time installing it than going through the campaign. I will not be surprised whatsoever if companies like Activision Blizzard start partnering up with SSD manufacturers to bundle single games, give it a year or two. -
-
GAYhem 2024 - The (Gender)Queer Doomer's Community Project! (Needs playtesters)
Synami replied to 8088mph's topic in Community Projects
Unfortunate that this isn't vanilla, but I have a lot of time to kill so consider me interested!! -
A 90's vibe Doom II map - one tough little cookie [cl-2]
Synami replied to Astro X's topic in Map Releases & Development
This map's really nice to play through !! Ammo's a little tight but a bit of foreknowledge prevents that from being too much of a hindrance :^) -
Arcade Doom Community Project [Vanilla Limits, TWO SLOTS AVAILABLE]
Synami replied to Quin's topic in Community Projects
arcadedoomsynE4M3 1.1.zip Applied the missing texture fixes, gave a green armour on UV at the start alongside a small marble platform, added some fodder after the start, alongside fixing a control sector.