General Rainbow Bacon Posted January 14, 2012 I have an interesting idea. Instead of making a megawad for gameplay, why don't we try making one for graphic art. EDIT: Add a few challenges to each map so that each structure has a gameplay purpose. 0 Share this post Link to post
chexwarrior Posted January 14, 2012 I think that's a really cool idea, but it should still include monsters, killing demons and exploring -like another Eternal doom but without the switch hunts hopefully. 0 Share this post Link to post
Gez Posted January 14, 2012 DoomHero85 said:I have an interesting idea. Instead of making a megawad for gameplay, why don't we try making one for graphic art. I.E. Make maps without monsters simply to see what cool structures can be made for the player to explore. Secrets of course can be included. This rings a bell. 0 Share this post Link to post
TomoAlien Posted January 14, 2012 Gez said:This rings a bell. You forgot something. 0 Share this post Link to post
General Rainbow Bacon Posted January 14, 2012 Nice try Gez. That's a deathmatch wad. Yes it is very well made (graphically anyway), but I mean a mapset made specifically for exploration. 0 Share this post Link to post
Khorus Posted January 14, 2012 Phobia and Foreverhood both feature an emphasis on exploration and incorporating artwork. 0 Share this post Link to post
General Rainbow Bacon Posted January 14, 2012 You all seem to be missing the point, I mean a community project, doesn't even have to be a full megawad, maybe just a community map where the idea is to use cool architecture and exploration to make a map interesting. It would actually make sense for this to be a zdoom map. I don't even mean using new textures and graphics. 0 Share this post Link to post
Not Jabba Posted January 14, 2012 I think people are just trying to give you ideas and sources of inspiration. It sounds like a nice project idea, although I do think it would be best if there were monsters or some sort of gameplay element, even if the focus is on eye candy and exploration. My favorite maps are the ones that create whole environments with their own atmospheres--maps that have a true sense of place--but there has to be a goal for the player, and a clear sense of trying to accomplish something. 0 Share this post Link to post
DeathevokatioN Posted January 14, 2012 I'm all for levels that emphasize exploration, although I think it's best done when there are also monsters to kill. Like for instance; Curse of D'Sparil's E3M2 "City of Lost Children". Or Alien Vendetta's "Beast Island". 0 Share this post Link to post
elic Posted January 14, 2012 Seems like a good idea, but I'm to busy with other maps to contribute now. 0 Share this post Link to post
printz Posted January 14, 2012 Make an eyecandy map set out of a 18 year old game (outdated graphics) and not even populate it with challenges?... 0 Share this post Link to post
General Rainbow Bacon Posted January 14, 2012 Yeah, alright, I guess not putting monsters in doesn't give this much of a point. I edited the OP with new ideas. 0 Share this post Link to post
Ed Posted January 14, 2012 I forget who, but someone posted a wad (fairly recently) that was a collection of complex, geometric designs. That was probably the most artistic thing I've seen in Doom. That and Sunder. Edit: http://www.doomworld.com/vb/wads-mods/47591-12-unfinished-weird-artish-maps-in-1-wad/ Found it - Still amazes me. 0 Share this post Link to post
TimeOfDeath Posted January 14, 2012 Ed - do you mean gggmork's wad? http://www.doomworld.com/vb/wads-mods/47591-12-unfinished-weird-artish-maps-in-1-wad/ 0 Share this post Link to post
valkiriforce Posted January 15, 2012 How about a thematically challenging megawad? Much like Purist's maps in October.wad, the first map I would consider the "chainsaw" map, the second map I would consider the "rocket launcher" map, the third map I would consider the "survival" map, etc... The art concept could be viewed as an added bonus, and would certainly make the megawad unique. 0 Share this post Link to post
purist Posted January 15, 2012 That's pretty much how I went about making those maps in October.wad (or Oct11.wad as I think the filename ended up as) - treating them as short concept maps to practice gameplay ideas. Making maps in the context of a non-serious project gives you the opportunity to test the execution of ideas without feeling as though you're wasting time or under pressure to make it work within a bigger map. In that respect I support valkiriforce's idea and might contribute something if the project gets up and running. 0 Share this post Link to post
DuckReconMajor Posted January 15, 2012 What was that wad with the paintings everywhere where you had the paintbrush? 0 Share this post Link to post
DeathevokatioN Posted January 16, 2012 purist said:Making maps in the context of a non-serious project gives you the opportunity to test the execution of ideas without feeling as though you're wasting time or under pressure to make it work within a bigger map.Huh? I've always been confused by this way of thinking, can't people experiment and play around with fun and gimmicky gameplay ideas in serious megawads as well? And do players actually let out a sigh of disappointment when they encounter a set piece that doesn't "make sense" in a map that would otherwise be your normal E1 themed clone or gothic map? 0 Share this post Link to post
purist Posted January 16, 2012 DeathevokatioN said:Huh? I've always been confused by this way of thinking, can't people experiment and play around with fun and gimmicky gameplay ideas in serious megawads as well? Yes, but from personal experience it's sometimes useful test-driving gimmicky set-pieces prior to trying to trying to fit them into a serious map. Previously, concepts that worked well in my head didn't translate as well as I pleased in the map itself and with the benefit of being able to evaluate why retrospectively I can then make them work better next time. 0 Share this post Link to post