brendondle Posted August 12, 2023 (edited) The 1x1 Community Project 1x1 is an MBF21 (-complevel 21) community project hosted in my discord server. The concept is simple: the maps only use 1 texture and 1 flat, with the exception of a single switch texture and F_SKY (which was only allowed to be used if the texture was transferred to it!). The wad features 24 mbf21-compatible maps (01-21, 31-33) made by various authors, with difficulty ranging from around early Sunlust difficulty to absolutely batshit crazy, though difficulty settings are implemented. HMP is recommended for first playthroughs. Maps are ordered very roughly by difficulty. Pistol starts are intended but not required. Tested with DSDA-Doom 0.25.6+, but any version that supports mbf21 should work. GZDoom should work with most maps, but some maps (04, 13) are known not to work. Uses UMAPINFO Be sure to have translucency ON! Credits: @dashiefrickintyan for the M_DOOM, titlepic, interpic, and statbar @Rayziik for the DeHackEd @lunchlunch for making 10x10 Screenshots: Spoiler Map list: Spoiler Map01: One By One by @raddicted Map02: Desolate Library by @Soul_Runner Map03: szerkezet by @msx2plus Map04: 0/5 idgames by @besus Map05: Woodrooms by @Ravendesk Map06: Dark Tek Empire by @Rayziik Map07: Erosive Movements by @Master Medi Map08: Her Love at the Bottom of the Deep Sound by @Maribo Map09: Longing to be the Mountain by @brendondle Map10: The Dark Plateau by @RedBoule Map11: Stone Tomb by @lunchlunch Map12: Proportions by @Meowgi Map13: ///ETHER RAIN/// by @akolai Map14: Shadow Puppets Hanging From Red Strings by @Phoenyx Map15: orange is the new black by @Spendoragon Map16: The Heart Beneath Your World by @knifeworld Map17: Buried in the Burning Remnants of Fallen Memories by @Nefelibeta Map18: The Ultimate Door by @Petyan Map19: Suis-je Deja Mort? by @dashiefrickintyan and @brendondle Map20: Sorry, You Said Your Name Was...Rory??? by @Kinetic Map21: Fly by @El Inferno Map22: Thanks for Playing! by all 1x1 mappers Map31: I Sleep With No One, Not Even Myself by @raddicted Map32: The Womb Etched into Time by @Xulgonoth Map33: I'm Cold by @Lovey01 Changelog: Spoiler Final release Map04: -Compressed sidedefs Map09: -Slightly buffed the secret finale RC4 Map02: -Hid starting room lines from automap Map07: -Hid starting room lines from automap Map10: -Hid starting room lines from automap Map13: -ITYTD fix -Cleaned up automap -Simplified opening room Map14: -Hid starting room lines from automap Map17: -Hid starting room lines from automap Map18: -Hid starting room lines from automap -Added damaging floor to the chaingunner pit in the outdoor section -Slightly moved the megasphere in the door fight -Swapped one of the cybers in the door fight with a 1k health cyber (HMP and UV only) Map19: -Hid starting room lines from automap -Added new exit Map20: -Hid starting room lines from automap -Rebalanced lower difficulties Map22: -Fixed broken tps on lower difficulties Map31: -Hid starting room lines from automap -Made exit lines into secret exit lines in the UV only room Map33: -Hid starting room lines from automap -Platforms to subzero in true finale now point towards him -Normal exit now gets blocked off after true finale -Exit teleporter in true finale now sends you to the normal finale -Fixed spectre teleporter on hmp -Adjusted shoot switch in entrance to blue key room -Made key door switches one time use RC3 Map01: -Added a little extra ammo -Removed leftover switch abuse -Misc small gameplay changes Map02: -Added 10x10 style starting room Map03: -Raised sector around starting teleporter by 1 unit Map04: -Added comically large arrows pointing to the shoot switches in reverse platforming on uv -Raised the secret? platform Map06: -Illuminated the rocket launcher -Added scrolling textures in a secret -Changed kill floor to also kill monsters -Removed key switch indicators Map07: -Added 10x10 style starting room Map08: -Cleaned up automap -Moved player starts back -Made tp to secret 1 time only + fixed a softlock when jumping down Map09: -Reworked how the junior cybers wake up + made an anti-cheese in the big fight -Lowered floor + fixed a bug where you got extra ammo in the rsk fight -Fixed a softlock on the cliffside -Made torch tps monsters only -Minor texture alignments -Removed one archvile from hntr/hmp Map10: -Removed 2 PE's from hmp -Fixed a cheese in bsk fight -Fixed missing sky transfer Map12: -Fixed lighting issue on rocket boxes in finale -Fixed a HOM/issue with co op/backtracking support on platform leading into box fight -Adjusted mechanism for leaving the secret fight -Moved signature to near the starting room -Added death exit Map13: -Added 10x10 style starting room -Lost sost souls Map14: -Fixed a softlock when you went back into the Blue Key arena -Fixed HOMs that would occur if anything got caught in the crushers whilst the floor was rising after the post-Blue Key trap fight -Added a shotgun at the start + more health on to Red Key fight on HMP -Fixed a cheese in the Blue Key fight -Added a Vile back that was accidentally removed in HMP and UV Map15: -Fixed HOMs in starting room Map16: -Added 10x10 style starting room Map17: -Added 10x10 style starting room Map19: -Fixed a softlock in hub area -Fixed player blocking lines + balanced the caco closet in caco fight Map21: -Viles in the transition between RL and upside down castle areas now get released if you try to go back, 8 viles on uv and 4 on hmp/hntr -SMMs at the end are now not set on ambush on uv -HMP rebalance of the 2 key fight Map22: -Added useless recovery items back to map10 -Added exit Map31: -Fixed several softlocks -Added exit lines in "UV only" room -Fixed HOMs in a secret area -Removed a random ass player start that would make you telefrag yourself Map32: -Added 10x10 style starting room -Fixed all switches + various non-scrolling lines -Fixed the broken automap 3 times -Gave a vague timer indication for the final area -Made the final area slightly less miserable by removing unnecessary Johns -Redesigned the candle puzzle Map33: -Added 10x10 style starting room Overall wad changes: -Adjusted transition tables + made colored hud numbers not as bright for dsda 0.26+ -Extended statbar by 1 pixel on each side -Removed finished lump + default intertexts -Gave credits for the evil marines, plasma sound, and 32in24-15 textures in the text file RC2 Map01: -Added an ssg to a secret and fixed a sky transfer issue Map02: -Fixed a bleeding flat Map32: -Added the entire god damn map Download: idgames Edited September 28, 2023 by brendondle 109 Share this post Link to post
Kinetic Posted August 12, 2023 is this made by the guy who should quit mapping 7 Share this post Link to post
El Inferno Posted August 12, 2023 play this its not dimenos difficulty i promise 7 Share this post Link to post
MFG38 Posted August 12, 2023 I wonder if this was at all inspired by a community project I hosted some time ago... c; 5 Share this post Link to post
msx2plus Posted August 12, 2023 psyched to check out the rest of the maps made for this. there's some awesome stuff in here. really happy to see it released! 6 Share this post Link to post
RedBoule Posted August 12, 2023 Working for this project was super fun, go play it right now! 5 Share this post Link to post
Soul_Runner Posted August 12, 2023 I (in a small part (MAP02)) Made this :) 6 Share this post Link to post
raddicted Posted August 12, 2023 what a garbage and pain in the ass wad... all the wad can be summarized like this: poor programming and no texture variety with too many monsters and no actual combat design. i wonder what group of builders came up with this torture for the player... 12/10, has a little something for everyone. 8 Share this post Link to post
Firedust Posted August 12, 2023 how the f did you guys manage to make something gorgeous with these restrictions lmao screenshots look jaw dropping 8 Share this post Link to post
GarrettChan Posted August 12, 2023 There are a few maps that don't start with the unified start room. I feel a bit sad about those... the starting room is part of the personality of the whole project ngl. 6 Share this post Link to post
Firedust Posted August 12, 2023 I have a question about map 4. So the floor scrolls me forward and there's a shootable obstacle. But I can't squeeze through the gap. None of the walls are interactable. How do I get out? Using GZDoom 4.10.0. 2 Share this post Link to post
Shepardus Posted August 12, 2023 Awesome, I saw a video of this on Kinetic's YouTube and have been looking forward to its release! 1 hour ago, Firedust said: I have a question about map 4. So the floor scrolls me forward and there's a shootable obstacle. But I can't squeeze through the gap. None of the walls are interactable. How do I get out? Using GZDoom 4.10.0. In dsda-doom you get squeezed through the gap and shot out at high speed, that doesn't seem to work in GZDoom. 6 Share this post Link to post
Firedust Posted August 12, 2023 11 minutes ago, Shepardus said: Awesome, I saw a video of this on Kinetic's YouTube and have been looking forward to its release! In dsda-doom you get squeezed through the gap and shot out at high speed, that doesn't seem to work in GZDoom. Alright, devs probably need to update op then, because technically GZDoom is also mbf21 compatible to an extent xD 2 Share this post Link to post
ebye Posted August 13, 2023 (edited) . Edited Tuesday at 08:46 AM by ebrl 14 Share this post Link to post
knifeworld Posted August 13, 2023 3 hours ago, Firedust said: Alright, devs probably need to update op then, because technically GZDoom is also mbf21 compatible to an extent xD I recommend playing this in the latest dsda-doom or woof, or really any port that has actual complevels, and not "compatibility options" that don't work right even on "strict" in some cases afaik. 6 Share this post Link to post
brendondle Posted August 13, 2023 (edited) RC2 is out! With this comes a newly added map: Map32 - The Womb Etched into Time by @Xulgonoth Thanks to everyone who played the wad so far <3 <3 <3 RC2 (link removed as of 8/23/2023) Edited August 24, 2023 by brendondle 11 Share this post Link to post
ryiron Posted August 13, 2023 These are great! I just wish I was remotely competent enough to manage most of these maps, but I'm really enjoying the themes and the combat design. Thanks to everyone who contributed to this. 5 Share this post Link to post
Ravendesk Posted August 13, 2023 15 minutes ago, ryiron said: These are great! I just wish I was remotely competent enough to manage most of these maps, but I'm really enjoying the themes and the combat design. Thanks to everyone who contributed to this. Try hmp or hntr. Brendon paid a lot of attention to testing difficulty settings. 10 Share this post Link to post
ryiron Posted August 13, 2023 2 hours ago, Ravendesk said: Try hmp or hntr. Brendon paid a lot of attention to testing difficulty settings. I am making some progress: 1x105-progress.zip. Really fun map. 7 Share this post Link to post
besus Posted August 13, 2023 (edited) 15 hours ago, Firedust said: I have a question about map 4. So the floor scrolls me forward and there's a shootable obstacle. But I can't squeeze through the gap. None of the walls are interactable. How do I get out? Using GZDoom 4.10.0. If you are on MAP04 and got stuck at the start, you probably have to either use a compatiable port or just skip it. That gap is meant to boost you really really fast forward onto the platforms so I don't have to use scrollers, this works like a void glide except the other side isn't a void (if it was a void then it will take you into the void with its massive speed boost). GZDoom messes with Doom physics a bunch and just disallow this trick. It also changes scroller behaviour which I used for voodoo closet, so you can also just idclip past that onto the platforms, but I wouldn't know if the map would work normally or break on other parts. Edit: oops didn't see that this was already answered oops Edited August 13, 2023 by besus 5 Share this post Link to post