A Crap Map?
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A Crap Map?
http://www.filespace.org/CtrlAltDestroy/candles.zip
A long time ago, I had an idea to make a just plain freaky map. So I worked for about two weeks straight, and I created this.
I submitted it to DoomWorld, and the verdict was unanimous: It was total trash. People said that I should never get near a level editor ever again. And I actually didn't. I made this about 1 year ago, and it was the last wad I ever made.
Now sure, some of the textures are a bit random, but that's intentional. I wanted to give the feel that you were trapped in a nightmare and you were seeing various memories splattered all over the place. Granted, some parts are a bit... glitchy, but I made this completely in DEU for goodness' sake. I didn't have all of the conveniences of DB or any of the newer editors.
But the best part of this map is not the graphics, I'll give them that much. In my opinion, the best part of this map are the unique, physicial situations you are placed in. That's the freaky part of this map.
So I'm just saying, give it a try and tell me what you think. Please turn off ZDoom's jumping when you play this. Again, as you're playing, try not to pay too much attention to the textures or the setup of the rooms... But just keep your eye on the monsters and do your best to kill them all and exit the map. I garuntee you will be scared out of your wits more than once.
Oh yeah, and the title of this level is "Candles on the Ceiling," which comes from a glitch that happens at the very beginning when played in Vanilla Doom.
A long time ago, I had an idea to make a just plain freaky map. So I worked for about two weeks straight, and I created this.
I submitted it to DoomWorld, and the verdict was unanimous: It was total trash. People said that I should never get near a level editor ever again. And I actually didn't. I made this about 1 year ago, and it was the last wad I ever made.
Now sure, some of the textures are a bit random, but that's intentional. I wanted to give the feel that you were trapped in a nightmare and you were seeing various memories splattered all over the place. Granted, some parts are a bit... glitchy, but I made this completely in DEU for goodness' sake. I didn't have all of the conveniences of DB or any of the newer editors.
But the best part of this map is not the graphics, I'll give them that much. In my opinion, the best part of this map are the unique, physicial situations you are placed in. That's the freaky part of this map.
So I'm just saying, give it a try and tell me what you think. Please turn off ZDoom's jumping when you play this. Again, as you're playing, try not to pay too much attention to the textures or the setup of the rooms... But just keep your eye on the monsters and do your best to kill them all and exit the map. I garuntee you will be scared out of your wits more than once.
Oh yeah, and the title of this level is "Candles on the Ceiling," which comes from a glitch that happens at the very beginning when played in Vanilla Doom.
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- Bio Hazard
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this map is total trash
never get near an editor again
now seriously though:
this map suffers from "now what??" syndrome and OMG MONSTERS disease
after i figured out how to start the map (way too obscure) i killed all the firts set of monsters, then i we nt around through all the various teleporters untill i got to the room with the medkits/shells, i couldnt figure out what to do next so i noclipped up to the top of the ledge and fought the mancubus. then i fought a cyberdemon with the shotgun and died
the textureing didnt bother me all that much, considering that most of the time it was so dark you couldnt see the texstures
overall: 2/5
with IDDQD: 3/5
never get near an editor again
now seriously though:
this map suffers from "now what??" syndrome and OMG MONSTERS disease
after i figured out how to start the map (way too obscure) i killed all the firts set of monsters, then i we nt around through all the various teleporters untill i got to the room with the medkits/shells, i couldnt figure out what to do next so i noclipped up to the top of the ledge and fought the mancubus. then i fought a cyberdemon with the shotgun and died
the textureing didnt bother me all that much, considering that most of the time it was so dark you couldnt see the texstures
overall: 2/5
with IDDQD: 3/5
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What is that? Does that mean too many monsters, or just monster traps in places you'd least expect?and OMG MONSTERS disease
Tell you what. I'll edit some things with DB (Which has never been done) to make it easier to tell where you're supposed to go next, and I'll fix some of the texture misalignments as well. Then maybe the people who like to give up too easily will be more inclined to finish the thing.
Last edited by CtrlAltDestroy on Sun Sep 19, 2004 10:28 pm, edited 2 times in total.
I have FOUR things to say about this:
1) Player is outnumbered in beginning. At least give him the super shotgun and place some more ammo nearby so he is not so blindsided
2) Player can get stuck. I went into the archvile room (the one with the two archviles and all the teleporters) and I fould that I could not get out. It is importatnt that you at least make it so the player can get out of somwhere if he gets stuck.
3) Player can get lost VERY EASILY. I found often that I did not know where I was going or where a switch was. Most of the time I discovered that you had to search walls in a room just to find a switch which looks like an ordinary wall texture.
4) If your going to put in so many monsters, make it so the player can fight them. Put in some more weapons / ammo. It doesn't have to be alot, but just enogh so the player can get by.
Other wise, I thot it ok
1) Player is outnumbered in beginning. At least give him the super shotgun and place some more ammo nearby so he is not so blindsided
2) Player can get stuck. I went into the archvile room (the one with the two archviles and all the teleporters) and I fould that I could not get out. It is importatnt that you at least make it so the player can get out of somwhere if he gets stuck.
3) Player can get lost VERY EASILY. I found often that I did not know where I was going or where a switch was. Most of the time I discovered that you had to search walls in a room just to find a switch which looks like an ordinary wall texture.
4) If your going to put in so many monsters, make it so the player can fight them. Put in some more weapons / ammo. It doesn't have to be alot, but just enogh so the player can get by.
Other wise, I thot it ok

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There is a shotgun, a rocket launcher, AND a chaingun readily available to you at the very beginning. Deal with itKirby wrote:I have FOUR things to say about this:
1) Player is outnumbered in beginning. At least give him the super shotgun and place some more ammo nearby so he is not so blindsided

Absolutely not. Again, this may be "Where the hell do I go" syndrome, but... did you ever think to look for a wall with a different texture?Kirby wrote:2) Player can get stuck. I went into the archvile room (the one with the two archviles and all the teleporters) and I fould that I could not get out. It is importatnt that you at least make it so the player can get out of somwhere if he gets stuck.
Sorry, I'm just pissed today. Not because of you, but because of some other things going on in my life right now. Perhaps I should stop posting today.
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Here's a demo of me beating the first part and getting killed in the archvile room. Doesn't look too unbalanced to me...
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Candles.zip
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Goodness gracious. Another piece of tat. Earlier on some guy called scarekrowe released a wad. I criticised it's over-use of 128 tall sectors, lack of detail and too many winding corridors. I got freaking gangraped (not literally) by n00bs who haven't ever touched a map editor ever and they satrt telling me it's a great wad and that I suck and generally kissing this guy's ass.I was left staring at on screen text for too long for one thing. Anyway, this one takes the prize.
You say you worked on this for 2 weeks. Take another 2 weeks to think about your idea, believe me you need to, then take a few months to come up with something better. Maybe one day you'll be pushing off quality work like me.
Bio, you said you never saw the textres cos it was too dark. Beleive me, you don't want to. The combination of textures here is the worst I've ever seen. 2 corridors with metal florring. The door between them has blue carpet ffs. Then it's abruptly onto bloodfall textures with more crap. Gawd, even m first map didn't look this bad and I used LEGACY.
oh and about the rocket launcher. What happens if you fire one in a room as small as these ones are? You die. So what on earth made you put one there?
You say you worked on this for 2 weeks. Take another 2 weeks to think about your idea, believe me you need to, then take a few months to come up with something better. Maybe one day you'll be pushing off quality work like me.

Bio, you said you never saw the textres cos it was too dark. Beleive me, you don't want to. The combination of textures here is the worst I've ever seen. 2 corridors with metal florring. The door between them has blue carpet ffs. Then it's abruptly onto bloodfall textures with more crap. Gawd, even m first map didn't look this bad and I used LEGACY.
oh and about the rocket launcher. What happens if you fire one in a room as small as these ones are? You die. So what on earth made you put one there?
Last edited by Ninja_of_DooM on Mon Sep 20, 2004 8:18 am, edited 1 time in total.
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