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The_SloVinator

Wads you gave up on...

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Do you mean our own creations we stopped working on, or WADs we started playing and just never finished?

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I never really give up on them. I'm having a bittersweet relationship with Sunder at the moment (Map03). Previously it was Sunlust on HMP - It took me 6 months to beat Map 30 (On and off every so often - Fuck that Hell Knight/Imp trap). and similar time for maps 24-29. But I never give up on something.

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48 minutes ago, NaZa said:

Do you mean our own creations we stopped working on, or WADs we started playing and just never finished?

 

Not only would the former be far more interesting, it would also be appropriate for Wads & Mods. So good judgment would roll with that regardless. 

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I was working on a vanilla DooM II project, to be a sequel to my "Another DooM 1 Dumb Remake" WAD but I lost interest by map09. I had already given it a restart but I can't find any motivation to continue mapping for DooM II vanilla for now... so I went over to Heretic. :P

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The first Hell Revealed right after MAP23, and not because MAP24 or the WAD itself are too difficult.

Maybe i'm just a spoiled kid because i mostly play all the high profile, community acclaimed WADs, and thus have no idea what terrible designs and ideas do exist out there. But from my standpoint, the final room of HR MAP23 was the single worst moment i've ever had with anything Doom related. Nothing about this encounter is good or entertaining in any way, and i'm pretty sure it was 100% intentional because it is just unthinkable for me that anyone who has ever played Doom 2 would think about this as a good idea, let alone a (for his time) high level speedrunner and mapper. It seems like an intentional dickmove, it kills any flow, joy and excitement this map had to offer, and have absolutely no interest in playing any map by Yonatan Donner again.

Maybe i'm a bit hypocritical, but this final room is such a collosal failure gameplay-wise that i'm beginning to question how anyone could have left it in the WAD like it is, with the exception of intentionally pissing off the player.

Edit.: Seems like i misinterpreted the threads title, sorry.

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Many of my earlier projets didn't got finished or didn't became what I wanted.

The reason is the same for all of them: Lack of gameplay/level design knowledge, getting burnt out and quickly getting out of ideas.

 

- eclpse was my first project and it was meant to be an megawad, but it ended up having 19 levels after a lot of iterations.

- After that, I started a eclpse prequel which was meant to be 11 level long wad but I formatted my pc and only the first three remained.

- I decided to scrap the project as the first Discovering the Hell series, which got 9 maps at total, I guess. 

- But its sequel was planned to have 25 maps with lots of new enemies and in the end had 18 (or 19) too.

- Afer that, I've started Nevasca and the maps got progressively better, and I was able to finish the later projects. Some levels or projects I had on my mind didn't past the paper phase though.

 

I guess I've commited every mistake an amateur mapper could do with its first projects: Starting a megawad, going to GZDoom and add crap when you don't understand well the gameplay or how to make good layouts, and isolating myself from "the word" without getting any feedback until I got a frankenstein done.

Edited by Deadwing

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I had been planning a megawad which would have been one big, weird map after another. spidersilk and nato were the first two levels in it and making those was so exhausting that I called the whole thing off. working title was "drawing down the moon" but other people have taken over with the moon imagery since, giggle

 

ps I'm still so proud of nato with its abstract siege warfare and total uncomfortability but I don't think it has ever been beaten saveless. there's no demo on dsda for it and I've hardly ever seen anyone talk about the level. it's very spiky and unapproachable and you're so underpowered yet being attacked so thoroughly the whole time it's hard to work out what to do next so it will probably stay consigned to secrecy!

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Oooo...

  • Takeover
    • ZDoom mapset that was going to make heavy use of the features available back in 2006.
    • I'd done a decent-sized linear techbase section where you, amongst other things, interacted with a computer system to solve puzzles (including one used to rearrange vertical stacks of crates to make stairs you jump up in low gravity), climbed a ladder up to a horizontal support which you used as monkey bars and fought zombified scientists.
    • I'd also made a volcano with ashes and sparks that blew around in an upward current that threw you to your death if you lost your footing.
    • This was deleted, and the basic introduction was used for the first (and only map) in the second Tiny Pack.
    • I think I just ran out of steam here. It was ambitious and I wanted easier to stuff to finish.
  • Tiny Pack 2 (and beyond)
    • Continuing on from the first Tiny Pack, I was going to make loads of bite sized ZDoom levels that told little five-map stories.
    • I never got round to carrying on after TINY5, though, so just packed it up as the Tiny Double Pack and that's been in various other collections since.
    • I think the ambition of it all ahead of me was just too much to keep going with. I wanted to do some stuff that would've needed major art assets that I don't have and couldn't reasonably make.
  • The Justice Pack
    • Carrying on from Justice - Infernal Mechanics and expanding on White Light: 2010 edition, I was going to have a temple map with possessed monks lead to the arena from the latter, also telling the story of how you came by Justice in the first place. I was then going to do a decent follow up to Infernal Mechanics to make better use of my resources.
    • Cancelled because my artwork was crap and I just never worked on it enough.
  • Virus Episode 2 and 3
    • Despite making all of the enemies, weapons and stuff for these episodes, I never worked on the better, more complex textures that I wanted and didn't find a source to use instead. As a result, I never started on the maps.
    • I still want to do more with the enemies, but I have to keep fighting off the ambition to try to improve the artwork, as I'm still no kind of artist.
  • ZTrain
    • I briefly tried to host a ZDoom community project to make a fun little train map inspired by Enjay's train map.
    • I set some pretty strict rules to make life easy (carriage size, DECORATE restrictions, etc.), somebody immediately broke all of them with the second submission, so I said I wouldn't accept it. That caused some backlash, so I fucked the whole thing off.
    • I still want to make a train map, but can't get straight in my head how far I want to stray from Enjay's original.

There's probably some other stuff. Plenty of community project submissions that never took off over the last few years, certainly, although I try and salvage what I can from some of those. I'm in danger of never finishing Warpzone II, Bigger Woodchip, Escalation III (or beyond), Suicide Missions (last year's NaNoWADMo) and Darkened Heart at the very least. Triacontathlon is a super slow burner, too.

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Never gave up on any WAD i have played. But there was one single level WAD, which made me think about giving up: The Eye by @mouldy. However i have finished it on UV without freelook or any other non-Doom things.

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Years ago (sometime around 2008?) I worked on a ZDoom mapset taking place inside a spaceship. I think I made about 2-3 maps before I got bored, and later somehow lost the wad file.

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My first WAD, Titan's Pass (titanpas.wad), I gave up on because I made the WAD file inaccessible by incorrectly implementing a custom monster, after I'd already made 11 of the 17 maps I intended to create for the project. I started work on a (better, but still kinda bad) remake by the name of ttnpasv2.wad, but a texture glitch (which magically fixed itself when I re-checked the WAD file recently) halted my progress. After those failures I started work on a smaller mapset (7 maps instead of 17) by the name of Depths of Insanity (depths.wad), which was released on August 14, 2018 as my first public WAD (link can be found here.)

After that I immediately started work on a sequel, which is still being worked on whenever I feel like it as I post updates every now and then to the Post Your Doom Picture megathread (and I erroneously posted the 7 map demo of it to the wrong subforum). Depths 2 ramps up the map count again from 7 to what is intended to be 21 (and 16 are done so far.)

During the development of these 'major WADs', I started a few side projects which never saw the light of day (or really much work at all past the times I started them,) by the names of testwad.wad, infernus.pk3, overdriv.wad, wipwad01.wad, rpentmap.wad, nv_tsar.pk3 and nv_supernova.pk3 (in chronological order.) Out of these, rpentmap.wad was the most developed (the project was a single Hell map, which ended up about half done before I forgot about it) and nv_supernova.pk3 was probably the most interesting, as it was intended to be a total conversion.

I also started the ill-fated Iconography CP a few months after Depths' release. To be fair, the project remained semi-active for about four months, but has been largely forgotten by now, I feel.

 

And yes. Every. Single. One. of these were UDMF. That's just how I roll.

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If we're talking about wads you were working on and eventually abandoned, i got plenty of them (and even talked about them some time ago hehe), i'll share a couple of important ones i worked on before joining dw, all GZDoom mods since that's what i used to work at the time.
 

First one was a survival mod, it was heavily inspired by the book 'First Blood' (The rambo novel) and i wanted to have a mod were you would get chased around the mountains and you had to hide and find the proper time to hit back the soldiers looking for you. I made some substantial work on it, you could loot bodies for items, use stealth to sneak behind enemies for an insta kill with the knife, soldiers would investigate noises and if you used your guns too often or made too much noise, it would alert every enemy and you had to go into hiding to get away, also you could hide in darkness and it would affect the vision of the enemies when they were looking for you. It was a pretty cool concept but in the end i had no idea how to make it a coherent mod and eventually i gave up,

Some screens from the old thread
 

Spoiler

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Doom of the dead, i worked on this zombie apocalypse mod a loong time, first going from a 'open world' survival were you had to survive a couple of days on a city, then i changed it to an 'arcade' survival mod. Lost interest quickly as issues started to pile up, and realized that zombies were boring
 

Spoiler

 


F-Zero doom, i tried to recreate f-zero using gzdoom, i managed to get something working, but it was buggy as hell and i couldn't recreate the sense of speed the games are know for without making huuuuuuge maps... so yeah, it was a cool proof of concept and i event tested in multiplayer once, but it was too problematic to work with
 

Spoiler

 

 

Edited by DMPhobos

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