100 lines (final link now active)

^ Nice. Music stopped right as I reached the exit, too, which felt pretty cool, heh.

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Fun stuff Ribbiks, smart use of using switches as midtextures to save 2 lines. Creative ending too, I was not expecting opposition.

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Some progress I used 69 lindefs so far. So a lttle more to go for new areas.

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^^ horrendous gameplay aside, that map has some serious blockmap issues. plenty of enemies that don't 'see' you, plenty of walls you can clip through. also last room brought glboom+ -cl2 to a crawl. What was this tested with? o.O

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It was tested with prboom+ cl2.

Edit: Sorry, looks like I forgot to config DB2 to test with complevel 2, so it was tested with default complevel. So yeah, there is problems with cl2, I see, but cl9 works fine.

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@ traversd: See for yourself, I don't mind shooting weaker weapons as long as I'm not forced to do it for too long.

@ Katamori: your map crashes prb+, so I played it in zdoom to take a look. Please fix compat issues.

More FDAs.
http://filesmelt.com/dl/100lines_FDAs2.zip
Contains demos for maps by Memfis, Ribbiks and Archi. The last one is failed, I was pretty close but couldn't evade spraying rockets while backtracking. Never was Touhou Project fan, heh. And of course Ribbiks' map has very tight ammo balance, I guess I was deviating from the intended strategies once again.

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Ahh ok, ignore my previous post then Archi, it works perfectly in cl9. That's interesting, I didn't know that kind of stuff was affected by complevel as well.

Demonologist said:

And of course Ribbiks' map has very tight ammo balance, I guess I was deviating from the intended strategies once again.


not sure if serious or subtle jab at a previous comment of mine :p

I'm still coming to grips with the notion that forcing a player to handle encounters a specific way through ammo restrictions probably isn't fun, give me enough time and I'm sure it'll sink it :)

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You all guys who already submitted a map, I admire you how quickly you can make functional maps. I'm fiddling with my map all day and now, in the evening, I finally finished the layout. Exactly 100 linedefs, all actions assigned, but still needs a lot of work on thing placement and texturing, which I won't probably manage to do today.

Here are two screenshots to prove the map actually exists. As I said, texturing is not definite.

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Capellan said:

It's got 100. I think Travers just wanted one more for something.


It was to activate the lift a different way. Funny thing is that I've gone over the map a bit now and worked out some ways to use less linedefs, and now have a couple spare that I am a bit stuck trying to work out how best to use.

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I haven't poperly tested this, so it might suck big time. Not too bad on the design I think. Its a mini slaughter map, I never attempted a slaughter map before, so I'm not sure if its done properly. I call this map "Slaughter Dis"

http://www.sendspace.com/file/nuger2

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dobugabumaru said:
mart use of using switches as midtextures to save 2 lines


Just as well I said Boom-compatible then, since that trick would not work in vanilla :)

I've added links to all the maps to the opening post, up to and including dutch devil's (except hex11's, since it has 167 lines).

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I'm going to do at least one more 100 lines map, maybe 2.



I like to just think of this as a collection of maps that happen to share a specific set of technical requirements :) "community megawad" is a pretty loaded term, with lots of baggage associated with it, so it is an expression I prefer to avoid unless someone's going to step up and handle all the headaches that go with it (it won't be me :) ).

At some point we can bundle these all up into a single zip and upload them to idgames, but I really don't mind if they're still all separate wad files within that zip. That would also make things easier if we end up with more than 30/32 of these, or if anyone does an Ultimate Doom map, rather than a Doom 2 one, or if maps need different complevels for some reason.

On another note, it occurs to me that making a 100 lines map that has both a normal and secret exit would be an extra special challenge.

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don't upload my crap to idgames please :)_

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If an idgames release happens, I'll post a request for permission before hand. No explicit permission, no upload.

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Capellan said:

On another note, it occurs to me that making a 100 lines map that has both a normal and secret exit would be an extra special challenge.


:)

Download Aquaden.(MAP15)

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