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