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Jacek Nowak (jacnowak)

Make a map in 1 hour & beat the map above you - speedmapping fun thread

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Hello, fellow DooM enjoyers! I was looking for an interesting thread and found this one. Although I'm new to DooM mapping (but not to the DooM series), I decided to help.

 

So, first, here's my UV-Max playthrough of "Imp Cache" by NinthBurn.

 

 

And here it is - my own little creation. Hope you'll enjoy it.

 

Map Name: Horns and Hooves

Description: A small "marble-Hell" map, inhabited by monsters with horns and hooves, so you won't find any skele-bois or archies here.
IWAD: Doom2
Format: Boom

Game mechanics: no jumping/crouching/mouselook

Difficulty Settings: Yes
Custom textures: No
Build time: Made it in two days/sessions - on the first day I created the map (which took ~1,5 h) and on the second day I did bug catching/testing/misalighned textures hunting etc. The only thing I totally missed due to time restraints is lighting, sorry.
Music: MIDI rendition of Earthworm Jim 2 OST - Moo Tango by Tommy Talarico, which I found in the deepest bowels of Internet. Author is unknown, but it was slightly modified by my friend Ajoura, who also did some playtesting.
Tested in GZDoom and PRBoom+

 

Some screenshots:

 

 

 

horns V1.1.rar

Edited by EagerBeaver : Re-balanced the map to make it more challenging and difficult, also attached it in a RAR-archive

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Here ya go, @EagerBeaver. That was fun!
 

Spoiler

 


Map Name: Vile Symmetry

Description: Hot Brick and Blood
IWAD: Doom2
Format: Boom

Game mechanics: no jumping/crouching/mouselook

Difficulty Settings: No
Custom textures: No
Build time: 56 mins
Music: Pendulum by Psyrus
Tested: PRBOOM+2.6 & GZDOOM 4.8.2
Screen:

Spoiler

Screenshot_Doom_20221009_152155.png?widt


 

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@Death BearWell, I was certainly expecting the map to be harder, but I can't say I was disappointed.

Spoiler

 

 

Anyway, here's my map:

Name: Crates and Pipework (couldn't think of anything better)

Map Format: Boom

Ports Tested: PrBoom+, GZDoom, Eternity Engine

IWAD: Doom 2

Map: MAP01

Music: "Double, Double, Toil and Trouble" from Blood

Gameplay: Single-play/Coop

Difficulty Settings: Yes

Multiplayer Placement: Player starts only

Build Time: 1 hour (+11 minutes of extra playtesting, bugfixing and polishing)

Textures: Alien Vendetta, sky was taken from Scythe

 

Get it here!

cratesandpipework.zip

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6 hours ago, Axuris said:

@Death BearWell, I was certainly expecting the map to be harder, but I can't say I was disappointed.

Thanks! I must be taking it too easy on people nowadays.

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@Axuris I have to say, I enjoyed this one a lot more than the previous map you posted. It's pretty good! This was my second playthrough, since my game crashed the first time.

 

Spoiler

 

 

Map Name: No Room for Error 2
Format: MBF21
Textures: no custom textures
Build time: 1 hour 17 minutes + about 3 mins of balancing
MIDI: Level 4 from Captain Claw
Tested with GZDoom and PRBoom+
As with my previous maps, difficulty settings are implemented.

 

Screenshots:

 

And with this, if my counting is correct, there should be 24 maps for the second megawad. Of course, if someone doesn't want their map to be included, please let me know!

 

Spoiler

I don't know how many of you feel about this thread, but it has been refreshing for me to be able to make and share these maps, even if they've been on the drawing board for a single hour. It was challenging to build them all from the ground up in such a short amount of time, but it was sure worth the effort. I've made many GZDoom maps that will probably never see the light of day simply because I haven't bothered to finish them up after spending months on them. With this project, however, maps had to be done in ONE HOUR. I have learned something important from this: your map doesn't necessarily have to be the greatest there ever was; it just has to be fun.

 

I think this is probably the last map I contribute here, unless I come up with another idea for a speedmap. It has ran its course for me, and I wish to spend more time on the maps I make from now on.

I want to thank you all for this opportunity, and jacnowak for this fun spin on speedmapping!

I'll still be watching the thread, of course ;)

 

nrfe2.rar

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@NinthBurn I died at leat five times before beat it, the lack of healthpacks its what make it difficult, but well done! Little fun map.

 

Spoiler

 



Map Name: Haste on the courtyard
Format: Boom
Textures: yes (Green Gothic pack, all made by me)
Build time: 1 hour 10 minutes aprox
MIDI: 
Tested with DSDA 
No difficulty settings implemented.

Its a little rough due to the time limitation, but at least its playable.

EDIT: PLAY THIS WITH OPENGL RENDER. Software render produces HOMs and slimetrails all over the place xD. With more time I could fix this, but the challenge its the challenge.

 

EDIT 2: I rebuild the nodes and all the glitches dissapeared, so there you go 


Original map: https://mega.nz/file/hDgnDYyR#8tPD4aBTGjdfifMSIkhkAUxCPMW_qs66ZKaJjL2YF9M

Fixed version: https://mega.nz/file/NbQREbAY#Hb5JIwaqXWIDtGY-UpomPJOL8gAPlDxG62biGIGLVk4

 

Spoiler

Z7WWY7o.jpg

 

Edited by RataUnderground

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35 minutes ago, jacnowak said:

I can see that this thread got some traction again :) I updated the list in OP, we have 58 maps so far.

I think you may have missed "Bang Bang Adult" by @Yumheart ? It was one that was posted before we went into that first lull.

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Very close to a second full megawad worth of speedmaps! Glad to see this gaining traction again if only to play some bite-sized DOOM maps occasionally. (:

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2 hours ago, Death Bear said:

I think you may have missed "Bang Bang Adult" by @Yumheart ? It was one that was posted before we went into that first lull.

 

Good catch! I think I got consfused as there was no demo of the previous map associated with that map but I can see you've beaten two maps so thanks for that, I added it to the list. So 59 maps it is :)

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13 minutes ago, lunchlunch said:

https://doomshack.org/uploads/SoGoth.wad
You'll need to load this wad with the Gothic texture pack because I'm too lazy to open SLADE.

@RataUnderground
https://doomshack.org/uploads/RataHaste_lunchFDA.lmp
The textures are really difficult to look at. The lack of health and ammo made me try to just run through as quick as I could. I did like climbing to the top of those hills. After making my own map, I'm a little more understanding about its playability, but ultimately I wasn't a fan. Good MIDI though. 


I'm sorry you didn't like it too much, but you also didn't finished it xD (or it's not in the demo, you died four times and ragequit)

EDIT: Ah, its not required in the rules, my bad.
(- you don't need to complete the map in the demo/video : it's best if you do but if the map is too difficult for you it's fine to give up and just send demo/video with the progress until you gave up)

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Uhmm... guys, I'm a little confused. For reasons unknown, lunchlunch has erased all of their content and comments on DoomWorld, so technically RataUnderground's map is the latest once again, right? But, thanks to RataUnderground "saving" the link to SoGoth.wad in a reply, it's still possible to download and play it.

 

So I decided to make two playthroughs instead of one.

 

For Haste on the courtyard I have something unusual - a pacifist run!

 

Spoiler

 

 

And UV-Max playthrough for SoGoth.

 

Spoiler

 

 

Still can't understand, why lunchlunch deleted it.

 

It's pretty tough and brutal, plus with a hot start. A good choice for DooM veterans.

 

As for my map, I'm afraid that I can upload it a bit later. It's almost ready, but I have some work-related issues RN, so, please, be patient.

 

UPDATED - OK, all work is done, I can upload my map now.

 

Map Name: Ruse

Description: A small "adventure-style" map.
IWAD: Doom2
Format: Boom

Game mechanics: no jumping/crouching/mouselook

Difficulty Settings: Yes
Custom textures: No
Build time: ~1 h, it's really small.
Music: MIDI rendition of Painkiller OST - Town (Fight)

Tested in GZDoom and PRBoom+

 

Some screenshots (NoMo activated)

Spoiler

level1.jpg.e5f2f83d5dd12150214e52a99204acbf.jpglevel2.jpg.ca3bbec75cb22f62ae80d8915b68da27.jpglevel3.jpg.ad9e834eb2452c3dda1ca0f4a1eff21e.jpg

ruse.zip

Edited by EagerBeaver

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I don't know why they removed the map. Such a shame, too, because SoGoth was actually a very good map. I still have it downloaded, but I guess it is not to be shared.

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Alright, time to bring this thread back from the dead.

 

@EagerBeaver

 

Now, my map:

Screenshots:

Spoiler

Screenshot_Doom_20221120_203345.png.94b63b15d796f51ed9f1945281f6f0eb.png

Screenshot_Doom_20221120_203401.png.8c2d4635f246c6b091808ddcabf56135.png

 

Name: Starfield Station

Map Format: Boom

Ports Tested: PrBoom+, GZDoom, Eternity Engine

IWAD: Doom 2

Map: MAP01

Music: "Heart of the Hive" by David "Tolwyn" Shaw (Icarus: Alien Vanguard)

Gameplay: Single-play/Coop

Difficulty Settings: Yes

Multiplayer Placement: Player starts only

Build Time: just over an hour

Textures: Alien Vendetta, Deus Vult II, CC4-tex, Hell Revealed

 

Get it here:

starfieldstation.zip

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Another short one, but I really like the looks of it! With this, we now have 28 maps. Maybe we can get to a second megawad, after all.

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Spoiler

 

Fun little map!

Here's one last hurrah for MAP29 for the second wad.
Vile Knowledge
by Death Bear

No Difficulties, Co-Op Starts
1 Hour and 1 Minute
Music is The Library of Nightmares by Tristan Clark
Stock Textures

Tested in GZDOOM4.8.2 and PRBOOM+2.6

A little romp through the musty old book shelves.
 

Spoiler

Screenshot_Doom_20221121_160833.png?widt

 

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Surprisingly mean, little map. The Chaingunner and Imp / Archie waves can really screw you over if you don't see them coming. Visuals are pleasant and the music adds a lot to the atmosphere. Overall, very enjoyable! I apologise for the lack of a demo, I'm a little busy at the moment and didn't set up anything for recording demos with DSDA-Doom yet :c

Name: Bermuda Camp

Rudimentary difficulty settings included
1 Hour + 15 minutes or so to tighten up some traps
Music: "The Machine" from Sonic Spinball, sequenced by King Meteor
Custom textures included

Tested in LZDoom and DSDA-Doom

Description: Not incredibly hard, but with a few potentially tricky encounters. I wanted to pay "special attention" to visuals this time, but I really had to rush some areas near the end.

Spoiler

Screenshot_Doom_20221122_211631.jpg.27f0698aa0a98726fc5a831cb9bcd3cc.jpg


https://drive.google.com/file/d/160mzUQbzOKaT74ycCpNHCB7HrTAfzn3I/view?usp=sharing

Edited by Yumheart

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Well, since this thread is back from the dead, I thought I'd make a fourth map for it, since back then it was pretty fun. First however a demo of Yumheart's map: Bermuda Camp Demo.zip

It was a pretty fun map, I enjoyed it quite a lot! Exact right level of difficulty for me personally. visually it does look great, I didn't even notice any sort of rush anywhere. Also that last corridor really caught me off guard the first time...

 

Now here is my map this time:

Blood cave.zip

Music: Self made 1 hour speed midi

Difficulty settings/Coop: Not done

Build time: 1 hour + 10 minutes to make it possible to finish

Format: Boom

Probably the favorite of the speedmaps I have made so far. I think visually it came out pretty good, though still far from great, and in terms of actual fights, pretty bad. I really do have to improve in that sense. Pretty rushed and messy, but hopefully still a bit fun.

Also as an edit, since I felt kind of dumb not having custom music, I decided to make a 1 hour speed midi. It is a bit short, and would probably fit a castle setting more, but I feel like it fits a cave just fine as well.

Edited by Melemesh

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On 11/22/2022 at 2:32 PM, Yumheart said:

I apologise for the lack of a demo, I'm a little busy at the moment and didn't set up anything for recording demos with DSDA-Doom yet

No worries. Thanks for playing!

I think with Melemesh's 4th map, that brings us to one final hurrah for the second wad! We got any takers?

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Here's my video of "Blood Cave" by Melemesh:

Spoiler

 

 

I have a real soft spot for cave settings in doom, so this was a pleasant experience.  That being said, I wish I had more ammo for the final encounter.  I restart at about the four minute mark so that I could be in a better state for that encounter.  I didn't open the map in an editor.  Perhaps I missed some ammo?

 

 

I've been meaning to post a map for this thread for a couple months, and I have to say that one hour is a deceptively small amount of time.  Hopefully I can keep practicing for this.
I made a small, tiny map that should be beatable in about 2-4 minutes:

 

Download Link:  https://drive.google.com/file/d/1IJnxXogpdD21t_q0heR3hiOSLP-bFN2T/view?usp=share_link

Title:  Impulse
Map Format:  Doom
IWAD:  DOOM2.WAD
Build Time:  One hour
-complevel 2
Single player only
Primarily tested with GZDoom with some light testing in Crispy Doom
Difficulty settings have not been implemented

Music is "Hangar 7" by Jimmy!

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We can't have a full megawad without a bonus level, right?

But first:

impulsedemo.zip

 

And now, the final map of OHM2:

Screenshots:

Spoiler

Screenshot_Doom_20221126_080141.png.b548402196a1e88731f6984814b8a87f.png

Screenshot_Doom_20221126_080150.png.3a2c5c46c9e51590bae99e957870d094.png

Screenshot_Doom_20221126_080205.png.c401e4247d08a2d1ebdc31cc3894d785.png

 

Name: The BGR Dimension

Map Format: Boom

Ports Tested: PrBoom+, GZDoom, Eternity Engine

IWAD: Doom 2

Map: MAP01

Music: "Breach of Madness" by Mark Klem (Requiem)

Gameplay: Single-play/Coop

Difficulty Settings: Yes

Multiplayer Placement: Player starts only

Build Time: 1 hour and 12 minutes

Textures: Alien Vendetta, Deus Vult II, CC4-tex, Hell Revealed 2

 

Enjoy!

thebgrdimension.zip

Edited by Axuris

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Wow, that's a lot of maps in this short amount of time! Just finished playing all of them, they are great!

I will look for some time in the upcoming days to play all of them again and compile the WAD.

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17 hours ago, Sesamia said:

That being said, I wish I had more ammo for the final encounter.

Thanks a lot for playing! Yeah you didn't miss any ammo or health, just that by the time I was done placing monsters time was already up... Generally I think the left side needs a little cleaning up, and the right side needs to be completely remade to not be as flat and to actually have appropriate amounts of ammo and health pickups. I'll keep working on this map into the future, I have another non speedmap that has a similar theme, so I think they will fit together pretty well. Also played your map, its pretty fun! I especially like how you get the choice to either kill the archvile in the very beginning while it is by itself, or you can open the door and get more ammo and space to kill it, but also a couple other monsters to deal with.

 

Also a question for the megawad, if they will all be compiled into one, what is going to be done with the sky? Because from what I remember, in Boom compatibility for Doom II, there can only be one sky per wad, and we have quite a few different ones here. Considering that the sky is quite a big part of building the general atmosphere of the level, that would be a sad thing to lose.

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About the skies, in Boom line action 271 and 272 transfer any upper texture to a sector with the same tag as the line. For example, in my most recent map, there is a sector with one line having the line action 271, which transfers the line's upper texture, that being the custom sky, to a sector with the same tag.

If you are using a custom sky, I'd advise you to have it in your wad as a seperate texture that doesn't replace the default skies (e.g. not naming the texture RSKY1-3). If you look into my map with a wad editor, you'll see that the custom sky is named HR2SKY3 and is also a seperate texture, so that like I said, it doesn't replace the default skies.

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On 11/25/2022 at 4:14 PM, Sesamia said:

Title:  Impulse


Recorded this before there was a follow-up. This was fun! If you notice me lost for a second, I was dumb and forgot that I picked up the red key haha. Enjoy!
 

Spoiler

 

 

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Sorry for being late, but I was incredibly busy this week, and I didn't have access to my PC for the other week. Nonetheless, I managed to compile all the maps into a single WAD.

Download: here

I haven't played all of the maps just yet, but I made sure that they do work and there are no missing textures. I have tested the wad with GZDoom And PrBoom+.

There is a CREDITS file included with entries for each map. I hope I haven't missed anything.

Almost all the maps are in the order that they have been posted here, except that I swapped MAP01 with MAP32 because of difficulty.

There were theoretically 34 maps for the second run, but I couldn't include @RataUnderground's "Haste on the Courtyard" [because of conflicts with other maps (custom palette and obj replacement)] and @lunchlunch's "SoGoth".

 

Spoiler

There is an issue with the pack, specifically MAP32 has problems: in some sourceports it just loops back to MAP16, and in others it crashes the game. I'm not sure how to solve this.

 

This megaWAD turned out to be a lot nicer than the previous one. The maps are much better in terms of both visuals and gameplay. Good job everyone!

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I suppose it was worth the wait, had I not revived the thread back in September we wouldn't have gotten here.

So uh, now what? Are we gonna continue with this or make some kind of spinoff of this thread? Or perhaps just end it here.

If we are going to continue then I will certainly come back here and make another map, although this time less frequently.

 

P.S

I clearly didn't take into account 32-in-15 tex replacing SP_HOT2 in MAP01, atleast the other textures are fine.

I also noticed that in MAP27 the HOM effect appears in a couple places with the texture PATCH_70, despite everything looking fine in the editor and the original map.

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13 minutes ago, Axuris said:

I clearly didn't take into account 32-in-15 tex replacing SP_HOT2 in MAP01, atleast the other textures are fine.

I also noticed that in MAP27 the HOM effect appears in a couple places with the texture PATCH_70, despite everything looking fine in the editor and the original map.

Thanks for pointing that out. I somehow have forgotten to add the textures to the TEXTURES table. I've already fixed it for the next version.

I have started a playthrough for the WAD to see if there are any issues I need to address. Maybe we can upload it to a proper WAD hosting site once it's ready.

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