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>> No.1701649 [View]
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1701649

new 200 minute mapping challenge test build

http://temp-host.com/download.php?file=by71oq

we are nearly done. there are 31 maps in, of 32. plus anachronism of course.

--

changes by others:

- new map: 200 minutes of tech (13)
- new map: 200 min map (12) (not to be confused with all the others with the same name!)
- dead cargo (18) has been de-visplane-overflowed by its author (but still has some drawing issues, see below)

changes by me:

- 200minutes_map2x (16) annoyance reduction: smaller maze, less steep stairwell, plasma gun secret is accessible before the end of the map
- punch it! (20) has a scythe-style death exit so it doesn't overbalance the map after it. this also makes a neat gateway into the red sky maps (21+)
- 200 minutes of going down (27): extra ammo added (100% is now possible), various bugfixes. finally, i've been promising to do this for weeks...

known issues:

dead cargo (18) and doom2map (22) are not known to *crash* vanilla but they both still fall foul of drawsegs overflow ( http://doomwiki.org/wiki/Seg#Drawsegs_overflow ) which manifests as a HOM/missing texture effect in the sky

previously we had agreed to relegate both to map33+ but that was before dead cargo was updated. it seems unfair to me to relegate one and not the other when neither are known to have crash bugs, so they are both still main sequence maps. (this also allows me to say the project is very near completion...)

a kind person offered to try to fix the maps, for which i thank you, but honestly, i think it would be a better use of your time to make a new map.

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200 minutes mapping challenge:

make a map in 200 minutes or fewer. it should be for doom 2 and, for simplicity, vanilla compatible (test with chocolate doom) and only use stock textures.

post it here and it will be compiled into a megawad.

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