Abyssal Speedmapping Session 3 - Done and dusted

an_mutt said:

And we're done. My map's so shit. Bricks and corridors. BRICKS AND CORRIDORS, PEOPLE.

BIGBRIK1 is love. BIGBRIK1 is life.

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So the truth has been confirmed once again: I'm a speedmapping antitalent.

Let's call the map Evil Training. I chose E4 theme.

Warning: The map, aside from being bland, is nearly impossible to complete. It's almost like a puzzle where your goal is just to survive. I rushed it towards the end, too, when only 10 minutes remained and I still had almost nothing in the blue door section. In the time dedicated to bugfixing, I removed some Barons in order to make a certain trap even possible. The map should be maxable, though.

EDIT: The music is Wriggling Enmity from a game Albert Odyssey 2, I took it from here.

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Alright, time to start compiling. I need map names, I need formats and I need music credits.

-Obsidian
Name: Poof Factory
Source port: Vanilla compatible
Music "Ode to Joy" from MAP32 of S.T.R.A.I.N

-Phobus
Name: Woodchip Woodchip
Source port: Limit removing
Music: "DKC2 Enchanted Forest" by King Meteor

-An_mutt
Name: I would walk 10000 bricks
Source port: Vanilla
Music: "Miniboss" from Secret of Evermore

-Alfonzo
Name: Half-Fortress
Source port: Vanilla
Music: "Let's Go" by Bjorn A. Lynne.

-Ribbiks
Name: Shitwolf
Source port: Boom compatible
Music: "Flowing River" from Shining Force 3

-Xaser
Name: Precursor Consortium
Source port: Limit remving
Music: "Stoptime" by Yafkak

-Scifista42
Name: Evil Training
Source port: Limit removing
Music: "Wriggling Enmity" from Albert Odyssey 2

Alright! Now I have no excuse to procrastinate! Um...I'll get to compiling, shall I?

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I believe I sent you a PM some days ago Obsidian, along with the update to the map.

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So you did: I thought something had slipped my mind. Added. Now all I need is the source port.

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My map is limit removing. And garbage, too.

(Maybe it'd even be playable in vanilla, don't know, saying limit removing is safe.)

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When attempting to play Woodchip Woodchip in Chocorenderlimits.exe to see if it met vanilla standards or not, the game bombed out to the desktop the second it loaded the map and just before it displayed anything. Presumably not vanilla, then!

However, it works fine in prboom-plus, so we'll say limit removing.

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info as requested:

Shitwolf
boom-compat
"Flowing River" from the game Shining Force 3, sequenced by Miles V.

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Derple. Here's mine, reformatted for Doom 2:
http://static.angryscience.net/doom/xa-speed6.zip

Name: Precursor Consortium
Port: Limit-removing
Music: "stoptime" by zan-zan-zawa-veia (yakfak)

Short arena-ish thing. This one'll be expanded to something more substantial later on. Consider it a sneak-peek. :P

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As you're bumping that MAYhem 2013 thread looking for a final release, Obsidian, what happened with this? :P

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"This" is currently lingering in a folder waiting for me to merge the texture lumps and strip off the buttload of unused textures. X-P I'll most likely get around to it before the next session, but if anyone else feels up to it I can PM them what I've got so far.

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Good grief, why did this take so long. Behold, the fabled compiled third session! Some believed it would never see the light of day, yet here it stands in all it's glory!



*Cough*



Let me know if there's any glitches in there before I upload it to IdGames.

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my pipe textures were too cool to make it into the textures lump

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0_o

One moment please.

EDIT: Fixed. It seems that with whatever I do I always miss something. Every time.

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Hooray, it's here!!

(I should point out that the text document says I didn't use the Alfonso treatment, when I actually did. :V)

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an_mutt said:

Hooray, it's here!!

(I should point out that the text document says I didn't use the Alfonso treatment, when I actually did. :V)


I'll fix that before it gets uploaded. Good to know it wasn't just me and Alfonzy. :)

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