Monster Wad Project in progress

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Postby Giest118 » Fri Mar 12, 2004 5:11 pm

Or, for short, DemoNazi Invasion!!! :P

.... Hey, Bouncy... if you want to see how complete I am with St00pid.wad, you can check the page in the Wiki... all it shows is a percentage though.
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Postby BouncyTEM » Fri Mar 12, 2004 5:15 pm

yeah, i saw. Neat. wish it was at 89% or more, though.
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Postby Giest118 » Fri Mar 12, 2004 5:23 pm

Bouncy, it's gonna be the longest single-map WAD ever. So be patient. What you have is literally just a demo.
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Postby BouncyTEM » Fri Mar 12, 2004 5:25 pm

well, I'm looking forward towards it being done.
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Postby Xaser » Fri Mar 12, 2004 5:27 pm

giest118 wrote:Bouncy, it's gonna be the longest single-map WAD ever. So be patient. What you have is literally just a demo.


That's gonna be hard to top.
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Postby Giest118 » Fri Mar 12, 2004 5:28 pm

The map is only 29% done and it's 30 minutes long.... what record do I have to break?
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Postby Xaser » Fri Mar 12, 2004 5:41 pm

Well, there are some ridiculously long single-player maps out there. I was just saying that because... uh... just because. :P
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Postby HotWax » Fri Mar 12, 2004 5:42 pm

Don't fall into the common trap of thinking that "big and long" (*snicker*) makes a map good. Just because you can throw down alot of linedefs doesn't mean your map is going into the hall of fame as the coolest map ever. Some of the best custom maps have been short and sweet.
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Postby Xaser » Fri Mar 12, 2004 5:44 pm

HotWax wrote:Some of the best custom maps have been short and sweet.


Yeah, most of Massmouth2's Maps are fairly short. Same with some HELLDOOM levels... :P
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Postby Kate » Fri Mar 12, 2004 5:47 pm

HotWax wrote:"big and long" (*snicker*)
I see a hidden reference!

Anyway you do have a point there. Maps don't have have to be long to be good, they just need to be, well, good (I kinda ran out of words there heh).
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Postby Giest118 » Fri Mar 12, 2004 7:18 pm

*Ahem*, I don't really have a choice but to make the map long. It's not going to be complex (like, activate switch A to find blue keycard on opposite side of the map to open door B at coordinates 24567, 14245) it's going to be a load of shit tied together..... that didn't sound right. :lol:
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Postby Giest118 » Fri Mar 12, 2004 9:43 pm

Xaser wrote:Wow, Lexus. That reminds me of HELLDOOM's E1M7. :P


E1M7? Er... you do mean MAP07.... right?

[EDIT] SHIT. I've gotten to the point in St00pid.wad where crashes caused by A_CustomMissile are happening often. So now I must wait for 2.0.64 to continue the project....
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Postby cccp_leha » Sat Mar 13, 2004 2:37 am

Destroyer wrote:
HotWax wrote:"big and long" (*snicker*)
I see a hidden reference!

and then, in all seriousness,
Destroyer wrote:Anyway you do have a point there. Maps don't have have to be long to be good, they just need to be, well, good (I kinda ran out of words there heh).
:lol:
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Postby HotWax » Sat Mar 13, 2004 2:52 am

Just so long as my reference stays hidden.

/me checks his zipper.
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Postby Eevee » Sat Mar 13, 2004 5:21 am

There's a zipper hidden behind that censor bar?
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