Slimeball
Level 28 Renderist
 
architecture 
7th Σ3.139

 
health 
4th Σ4.160

 
monsters 
5th Σ4.884

 
challenge 
5th Σ4.945

 
pants inferno 
5th Σ4.762

 
The Merry Fields of WTFLAND.WAD
 
  7th/7   Σ21.890   Nov 11th 2013 7:24am
 
 
Embark on a magical adventure! No, I'm not going to spoil it for you by describing my map in detail!!!! ^o^

I recommend playing this on the easiest difficulty. Sorry, I probably made it a bit too hard for a first level ;P (you don't need to kill all the monsters though!)

And if you do cheat, keep it in moderation! There'd be no challenge otherwise. ;)

I composed the music before even realizing how unfitting it is in a DOOM level. :( It's more fitting though once you reach golgi land. :)

Also, this WAD doesn't run in Chocolate/Vanilla DOOM! It doesn't seem to like my custom textures. I removed those, but then both DOOM versions would crash halfway on the road to golgi land.

I suspect the extravagant architecture of golgi land is what caused this, so I was forced to choose between incompatibility or murdering a large part of my WAD. ;(

I chose the former. I hope you'll forgive me! (It works in ZDOOM :P)

And if anybody knows a slimbol-proof editor that warns me when I'm doing stuff that isn't compatible with the original DOOM, please do tell so I know what to use in the future!
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33350
Level 28 Renderist
Slimeball
 
 
 
post #33350 :: 2013.11.11 7:35am
  
  cce liēkd this
I forgot to add: Here's the music in 2 formats! (One more broken than the other in some ways! :P)

https://dl.dropboxusercontent.com/u/70256161/wtfland.it
https://dl.dropboxusercontent.com/u/70256161/wtfland.mid

The music was made with the following programs:

- OpenMPT
- My own hastily written and terribly broken IT/MUS converter
- mus2midi
- Anvil Studio to reload and save the broken MIDI
- midi2mus

That's why it sounds a bit screwy in game! :P
 
 
33351
Level 27 chipist
zanzan
 
 
 
post #33351 :: 2013.11.11 7:51am
  
  Savestate, Jangler and Doxic liēkd this
  
  raphaelgoulart and Slimeball hæitd this
=P it seems more like you looked up a list of stuff which would crash vanilla doom and then did all of them

the puzzle room is a really cool idea but you can't get that many planes on the screen in real life
 
 
33353
Level 28 Renderist
Slimeball
 
 
 
post #33353 :: 2013.11.11 9:16am
  
  raphaelgoulart liēkd this
  
  Jangler hæitd this
It's not nice to accuse me of deliberately breaking things. I just wanted to make a large map with lots of things because that's what I like. :(

I'm not very experienced with DOOM mapping. My knowledge of DOOM mapping is limited to what I could learn from (video) tutorials and figure out by myself! (if it "works", it works! :P) I was completely unaware of vanilla DOOM compatibility being a big issue with a lot of maps/editors.

I don't know from the top of my head what the limits are of the DOOM engine. I was expecting Doom Builder's map analyzer to tell me that I was breaking compatibility with the original DOOM. It reports a lot of things that don't crash anything, after all! :P

Personally, I think a map editor should, to the very least, warn you if you're exceeding any limits, especially if you're working in DOOM rather than ZDOOM/Hexen/Strife mode.

I could make the puzzle room a lot smaller, but then I'd have to find a solution for custom textures, floors and music as well. They're causing most of the errors. I've tried several hours to get those at least working with the original DOOM, but I got errors despite trying every solution I found. When I replaced all of them with the default textures was when I encountered the crash and gave up on the idea of trying to get it to work with the original DOOM. Making your map compatible with the original DOOM shouldn't be this frustrating!!! :P

I don't know what's exactly wrong with my map. It doesn't help when the editors I use just keep saving it in an incompatible format without throwing any error or warning.

So, I was thinking, it has happened before that people submitted .it files as TIA, .mmf files as Adlib, .it files with MPT hacks as S3XMODIT, .dmf files as SID and didn't get downvoted for it. I know I didn't downvote them for it.

It's frustrating when the tools you're using don't do what they're supposed to do at the end of the day when you've put many long hours of work into it. I hope you'll understand and not give me a pile of 1s.
 
 
33354
Level 27 Chipist
KungFuFurby
 
 
 
post #33354 :: 2013.11.11 9:37am :: edit 2013.11.11 9:47am
  
  kfaraday and Slimeball liēkd this
I have no plans on entering for Doom, but I will note that MPT hacks have not fared well on my end, and if I get suspicious, I will even bother to attempt to load them in the original Impulse Tracker. Surprisingly, although there are graphical glitches if less than 32 rows are involved, they have played back somewhat. However, I have failed to test the case where the row count is above 256.

Although MPT hacks are partially incompatible on my end, .dmf files for SID are outright incompatible on my main computer, and therefore without a render they are effectively no good for my ears.

Note that MPT hacks do use the .it format, so I usually don't completely shoot them down in my votes (however, trying to violate the tempo limitation automatically results in 255 on my end instead of a value greater than 255... but only if I'm using the later build of Schism Tracker. My 2008 build is unable to import those files.). However, wrong file formats do get shot down on my end (I make exceptions for wildchip and allgear under the condition that a render exists if a more obscure format is used that I can't seem to play back).
 
 
33367
Level 28 Chipist
Jangler
 
 
 
post #33367 :: 2013.11.11 12:44pm :: edit 2013.11.11 12:47pm
  
  goluigi and Slimeball liēkd this
hey i appreciate the sentiment that you want to make a fun thing and it's too bad that you had trouble getting your map to compatible

but the rules specifically state that maps should work with doom.exe/chocolate doom so i think it would be unfair of me to NOT dock points if i have to use something else to play the map, considering that other entries will (presumably) have adhered to a stricter compatibility standard

so know that when i dock points a) i'm doing it out of a sense of fairness, not ill will and b) the score i give is independent of my enjoyment of the entry in the same way that the entry you made is independent of the regulations of the compo

> : )
 
 
33368
Level 28 Renderist
Slimeball
 
 
 
post #33368 :: 2013.11.11 1:06pm :: edit 2013.11.11 1:08pm
  
  raphaelgoulart, goluigi and Jangler liēkd this
With an evil grin on his face, Jangler assured me that he was doing it out of fairness and not out of ill will!

I hesitated, but I knew I couldn't resist his rhetoric. I can only hope he won't punish me too badly for my failure to meet requirements~
 
 
33416
Level 28 Chipist
goluigi
 
 
 
post #33416 :: 2013.11.13 10:21am
  
  raphaelgoulart and Slimeball liēkd this
i like the songong
 
 
33530
Level 27 Chipist
raphaelgoulart
 
 
 
post #33530 :: 2013.11.16 7:07am
  
  Slimeball liēkd this
the song kinda sounds like something from legend of zelda to me (or other goood snes games like chrono trigger idk)
 
 
33546
Level 24 Mixist
cce
 
 
 
post #33546 :: 2013.11.16 2:03pm
  
  Slimeball liēkd this
Wow this is some nightmare fuel right here. The heroic music and gory Doom visuals make such an uncanny combination! Eerie aesthetics aside, I really liked how you transformed the game into a first person bullet hell shmup :)

I also got a peculiar urge to make a JRPG Doom total conversion mod now...
 
 
34310
Level 28 Chipist
Jangler
 
 
 
post #34310 :: 2013.12.08 9:58am
  
  Slimeball hæitd this
  
  raphaelgoulart and goluigi liēkd this
well, the music was good!
 
 

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