dobu gabu maru Posted May 2, 2016 Yeah the 16 grid is only really limiting if you're trying to do some fancy detailing, other than that it doesn't really affect gameplay all that much. I much prefer 16 tags to the 16 sectors one, though I'm sure I can come up with something for whatever this project ends up being. Sure would be nice to get those textures... ☜( ͡° ͜ʖ ͡°)☜ 0 Share this post Link to post
Argent Agent Posted May 2, 2016 I was talking with Marcaek the other day about potential other modifiers in addition to the 16-Grid limit since that limit is pretty tame. Let's take it up a notch (BAM!). http://pastebin.com/Rrxhq1Rz 0 Share this post Link to post
Marcaek Posted May 2, 2016 I had the idea of doing "mapslot X 10 = monstercount" Exceptions could probably be made for secret maps ofc, to mix it up. And considering the disagreement + unannounced texture wad perhaps May should be a setup month and the rest can be done in June? It's better to have a solid concept than to roll with whatever because ITS ==*MAY*== HEM LOL as if that matters much 0 Share this post Link to post
TMD Posted May 2, 2016 dew said:Why bother with limitations when you have the theme in the bag already, because it's going to take 16 months to release? Nah. That was my theme for next year. 0 Share this post Link to post
Benjogami Posted May 2, 2016 How about something like player start is at height -2016, exit at 2016. Or vice versa. With maybe a total maximum height change due to teleporters/lifts of 1024. Or maybe just 0 to 2016. 0 Share this post Link to post
Magnusblitz Posted May 2, 2016 Marcaek said:I had the idea of doing "mapslot X 10 = monstercount" So far, the only limitation I've seen in this thread I actually like... Another idea: every level needs to consist of 16 discrete areas that are completely separated on the map (and joined only by teleporters). And considering the disagreement + unannounced texture wad perhaps May should be a setup month and the rest can be done in June? It's better to have a solid concept than to roll with whatever because ITS ==*MAY*== HEM LOL as if that matters much MAYhem 2016: Junehem 0 Share this post Link to post
Breezeep Posted May 2, 2016 I'd love it if the theme was either 16 tags or 16 sectors. 0 Share this post Link to post
kuchitsu Posted May 2, 2016 Pls no small number of sectors, having to do a crapload of merges sounds horrible. Also can't use block sound properly. 0 Share this post Link to post
ArmouredBlood Posted May 3, 2016 16 grid, max straight line length 160, max health available in level 1600, must have exactly 16 cyberdemons. 0 Share this post Link to post
joe-ilya Posted May 3, 2016 16 sectors per map sounds good. Very open, but also limiting at the same time. 0 Share this post Link to post
gaspe Posted May 3, 2016 The limitation of 160 things/monsters seems to be the most interesting. 0 Share this post Link to post
dobu gabu maru Posted May 5, 2016 We are 1/6th of the way through May already—are we getting those textures (and additional details) soon? If not, it would be nice to at least call off the deadline and save this thing for June. 0 Share this post Link to post
TMD Posted May 5, 2016 I plan to push the deadline to one month after I announce final details. I knew I'd be occupied with personal stuff this week so I gave the main restriction. I have given a failsafe to Marcaek in the event stuff isn't posted by Saturday. 0 Share this post Link to post
Scypek2 Posted May 6, 2016 MAY JUNSOMEWHEREBETWEENMAYANDJUNEhem 2016 Coming soon! 0 Share this post Link to post
Impie Posted May 8, 2016 I wrote intermission text for the last mayhem, though I don't know if they're going to use it or not. You guys want me to do the same for this one after all the maps are in? 0 Share this post Link to post
Marcaek Posted May 8, 2016 TheMionicDonut said:I have given a failsafe to Marcaek in the event stuff isn't posted by Saturday. I don't believe I ever actually recieved this. If you'd like me to take over I'll reconsider it though. Impie: I would definitely like to take a look if you do. 0 Share this post Link to post
Scypek2 Posted May 8, 2016 Good thinking there, too bad there was no failsafe in case of failsafe failure. 0 Share this post Link to post
kuchitsu Posted May 8, 2016 This is just embarassing. None of these one month megawads were finished on time and the fastest of them still took half a year, but now the project can't even start on time? Jesus. 0 Share this post Link to post
Marcaek Posted May 8, 2016 There's likely to be a poll starting Monday to decide what to do about textures. Cuurent plan is to combine some of the more interesting restrictions with MAYBE the original 16 grid stuff and run with it through June. 0 Share this post Link to post
dobu gabu maru Posted May 8, 2016 Marcaek said:There's likely to be a poll starting Monday to decide what to do about textures. Cuurent plan is to combine some of the more interesting restrictions with MAYBE the original 16 grid stuff and run with it through June. I'd straight-up ignore the 16 grid stuff and just go with the other suggestions. 16 is only punishing to the detail-oriented, which the 2015 project already was :P Gonna restate that "mapslot x 10 = monsters" is still a pretty cool idea. 0 Share this post Link to post
Marcaek Posted May 8, 2016 Yeah, when I put up the poll tomorrow I'll have slot reservation at the same time. The 16 grid stuff will prob go. 0 Share this post Link to post