Page 3 of 60

Re: 20 Monsters Challenge

Posted: Mon Nov 14, 2016 6:34 pm
by leodoom85
Alright, my map is ready. As I said, it is a basic map, like the starting point of a megawad.
Here's the link: https://www.dropbox.com/s/ccpjkr137h3oc ... 0.zip?dl=0

Have fun :) .

Re: 20 Monsters Challenge

Posted: Mon Nov 14, 2016 7:16 pm
by isaacpop23
Sign me up, this seems like a good place to start making actual maps.

Re: 20 Monsters Challenge

Posted: Mon Nov 14, 2016 7:42 pm
by SoulCircle
Ehhh..... Sign me up too. Guess I should post my first map in an event like this, since this is to teach zt how to make a better map.

Re: 20 Monsters Challenge

Posted: Mon Nov 14, 2016 10:15 pm
by Rachael
Guess I'll give it a shot, if I get some sort of inspiration of what to build. :)

Re: 20 Monsters Challenge

Posted: Mon Nov 14, 2016 10:50 pm
by UnTrustable
A small map with 20 monsters max...? hmm....
Im not really an expert in making small maps though...
But i'll try one... :3:

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 1:15 am
by Accensus
List updated. Leodoom, your DL link has been put in the main post. I played through the map and it's pretty fun.
leodoom85 wrote:A question, can I put another sky texture, like the Plutonia sky? Because a sky can be used without the TEXTURES lump, maybe I'm wrong.
Although that question has already been answered, the answer is yes. In fact, I thought about it a little and decided to scrap the custom textures rule. This is about monster placement, so custom textures are fine.

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 1:24 am
by Nevander
What's the rule on music? Custom MIDIs allowed? Or OGG if it fits and isn't over a couple MB?

My map is almost done also, I struggled with ideas but then I decided to do something crazy, but I'm loving the result. Don't worry, the crazy part isn't related to the monsters... something's gotta make up for the lack of action. :D

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 1:37 am
by Accensus
Sure, custom music's fine. Anything that doesn't collide with the main point of the map, which is being difficult while having no more than 20 vanilla monsters, is most likely fine.

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 4:11 am
by ZioMcCall
Can i use custom music?Probably i'll use this ost for my map

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 4:21 am
by Accensus
See previous post.

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 4:25 am
by Jimmy
This is a great idea, gonna try and piece something together for this.

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 4:34 am
by leodoom85
Lud wrote:List updated. Leodoom, your DL link has been put in the main post. I played through the map and it's pretty fun.
leodoom85 wrote:A question, can I put another sky texture, like the Plutonia sky? Because a sky can be used without the TEXTURES lump, maybe I'm wrong.
Although that question has already been answered, the answer is yes. In fact, I thought about it a little and decided to scrap the custom textures rule. This is about monster placement, so custom textures are fine.
Thanks for playing my map, at least it has more detail than the slaughter map. You know what, I will try that map as a challenge, without dying, just for the lols. :twisted:

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 4:50 am
by Nevander
EDIT: Please refer to this post.

old post:
Spoiler:

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 4:58 am
by Accensus
Nevander, can I borrow your info format for use in the main post?

Re: 20 Monsters Challenge

Posted: Tue Nov 15, 2016 5:22 am
by Nevander
Lud wrote:Nevander, can I borrow your info format for use in the main post?
Yea sure, wanna provide all the info you'll need for it. Also added a software friendly version of the map, although ZDoom apparently can't process that radiation sign I aligned in UDMF... it comes out weird, but GZDoom it looks fine. I thought that was universal to UDMF?

Anyway I hope the two versions still counts as one submission, the only difference between the two is removed colored lighting so it looks normal in ZDoom. The map is otherwise exactly the same.