The 10x10 Project


Advanced engine needed  : Boom-compatible
Primary purpose         : Single play
Title                   : The 10x10 Project
Filename                : 10x10.wad
Release date            : 06/15/2022
Author                  : lunchlunch
Email Address           : [redacted]
Other Files By Author   : []
Misc. Author Info       : ...

Description             : 10x10.wad is a modest set of 10 BOOM-compatible maps 
			made as mapping exercises in which I restricted myself 
			to using ten stock textures and ten stock FLATs in each 
			(with some universal textures such as switches, doors, 
			DOORTRAK, lights, etc.)* Pistol starts are intended 
			but I won't put a gun to your head. In addition, 
			there is a secret map that will probably be unpopular.

			*An out of bounds area in MAP01 showcases this 
			universal texturebank for any nerd interested. Also,
			I cheated with ALLBLK for the void sections, sue me.

* What is included *

New levels              : 11 (+1 no-exit stopper)
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : No
Other files required    : None

* Play Information *

Game                    : Doom 2
Map #                   : 01-10, 11, 31
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Yes

* Construction *

Base                    : New from scratch
Build Time		: August 2021 - March 2022
Editor(s) used          : GZDB, SLADE
Tested With             : DSDA-Doom 0.21.3 


Cyberdemon sprites by Captain Mozzarella (ripped from HFFM.wad)
INTERPIC and M_DOOM by Pixel Fiend
HUD by Scotty

~ MIDIs ~
TITLE: Lacrimosa - Mozart
MAP01: LoZ: Windwaker - Room of Illusion
MAP02: Assault on Precinct 13 Theme
MAP03: Lost In Place by Lippith (PlutMIDI)
MAP04: Aion Death Waltz
MAP05: Kileak: The Blood - Level 5
MAP06: Evacuate The Dancefloor - Cascada
MAP07: Satyr's Ear (Extended) - Ribbiks
MAP08: Ogre's Theme - Tekken Tag Tournament
MAP09: Stoned - Killer7
MAP10: Guardian Angel Loses Their Will - msx2plus
MAP11: SOS - Rihanna
MAP31: Alejandro - Lady Gaga

~ Playtesters ~
/vr/ anons (maybe a dozen)


* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or
reuse.  Permissions have been obtained from original authors for any of their
resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.  I have received
permission from the original authors of any modified or included content in
this file to allow further distribution.

* Where to get the file that this text file describes *

                                MAP LIST:

MAP01: "Ten By Ten"

Introductory techbase map. Sets up some of the gameplay style and visual 
motifs for the WAD. Interconnectedness was the M.O. here.

MAP02: "Lockjaw"

Small map. I don't normally work around item scarcity, and can bitch about 
it in playtesting notes sometimes because of that bias so I forced myself 
to try my hand at it, although it probably still has more ammo than needed.

MAP03: "Salvia"

The first map I made for the project. A mostly nonlinear map with a bit of
a step up in difficulty. Cyberdemons and plasma guns are introduced. There
are three similarly shaped arenas with unique combat chess in each. 

MAP04: "Hey! This Is Library"

Starts with a double archvile/single-barrel SG fight that might annoy some
people. You can do the big slaughtery fight early or wait until you have 
the red key, up to you.

MAP05: "No More Zoomer Girls"

I allowed myself to be "lazy" about some design aspects here such as using 
more symmetry than I like to, and linking the arenas together in linear 
fashion with a central hub. All turreted monsters with blue lights behind 
them will be crushed. There's only one secret in this map but it's a BFG.

MAP06: "Sad Bastard"

Two-shotting cyberdemons isn't strictly necessary, but the ammo 
distribution doesn't allow you to make too many mistakes with the 
BFG unless you find the secret caches.

MAP07: "The Zzul Method"

This map is an homage to Killer5's 2021 mapsets The Event Horizon and Zzul
Bases. It comes with all the expected baggage of hazardous platforming,
puzzley progression, cryptic secrets, and about twelve-hundred enemies. 
Just going for the regular exit is quite easy though since the majority of 
the monster count lies in over-the-top secret fights.

MAP08: "Cocoa Puffs Breath"

This contains what I consider to be my first full-scale slaughter fight, 
with about fourteen-hundred enemies at once (Only two archviles among them
surprisingly). Watch out for the U-shaped staircase, it's a tricky fight.

MAP09: "Abuse Me, Darling"

Mostly Sunder-inspired though it doesn't go anywhere near as hard as
Gazebo does. Still, you can use saves, ya know.

MAP10: "lunchlunchlunchlunch"

omg wtf there's less than 800 enemies in this map and the fights are all
small, I wanted some huge epic finale with a million enemies, what an 
anti-climactic end to the mapset, omg bad wad
... "Wow, lunch seems quite defensive and insecure, what a bitch lmao"

MAP31: "The Anna Dream"

If you don't want to play something that's in the vein of The Sky May Be,
The Ana's Dream, or MAP12 of Auger;Zenith, then don't play this. Or at 
least, I'm not particularly interested in concerns about this specific
map. It's a stupid experimental map made after replaying The Ana's Dream,
though I do believe if one gives it a chance they'll find it surprisingly 
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