Dutch Doomer Posted May 16, 2004 what would an wad have to offer to be classified as an great wad. im just wondering what you guys like in a wad, and of course what you don't like. you see i build wads too but i don't know if im as good as i think i am. 0 Share this post Link to post
boris Posted May 16, 2004 - impressive architecture - outstanding connectivity - perfect thing placement - excellent use of textures - flawless texture alignment 0 Share this post Link to post
LogicDeLuxe Posted May 16, 2004 Not to forget: - playability. Unless, it's a joke wad, which doesn't nessecarily requires this, though this should be pointed out in the text file then. - performance. It's rediculous, having such an old game requiring much more power than Unreal or Half-Life just due to some excessive thing placements or overdone scripting. Just because the limits are removed does not mean, your level mustn't run on anything slower than 4 GHz. 0 Share this post Link to post
Grazza Posted May 16, 2004 LogicDeLuxe said:Not to forget: - playability.I think when boris mentioned connectivity and thing placement, he more or less covered that, as these are key gameplay ingredients. At least, I don't recall too many maps with "outstanding connectivity" and "perfect thing placement" that had bad playabilty. :) 0 Share this post Link to post
Fredrik Posted May 16, 2004 LogicDeLuxe said:- performance. It's rediculous, having such an old game requiring much more power than Unreal or Half-Life just due to some excessive thing placements or overdone scripting. Just because the limits are removed does not mean, your level mustn't run on anything slower than 4 GHz. I agree. 0 Share this post Link to post
dr_st Posted May 16, 2004 It has to be for Vanilla DOOM, or BOOM, tops. 0 Share this post Link to post
CodeImp Posted May 16, 2004 It has to be for Vanilla DOOM, or BOOM, tops.Then why do you think ZDoom is so popular in this doom editing scene? I disagree with you. Although a map can be good when it is made for standard Doom/Boom, it doesnt mean that it cannot be good when it is made for another engine. With a few exceptions, the engine doesnt really matter and good map quality is definitely not restricted to standard Doom/Boom. 1 Share this post Link to post
sargebaldy Posted May 16, 2004 powerful æsthetics original details, avoid copy and paste crap, once you've seen a detail once you don't need to see it again nonsymmetrical, somewhat chaotic design nonlinear design, but not to the point of complete confusion good gameplay balance a consistent texture scheme, or one that flows nicely from one area to another ORIGINALITY is the real overall key for me, be experimental 0 Share this post Link to post
LogicDeLuxe Posted May 17, 2004 sargebaldy said:nonsymmetricalIt depends strongly on what the map is all about, I would say. Eternal is great and there are some maps featuring a lot symetrical stuff. Sure, if you're building some mountains or caves for example, they really shouldn't symetrical at all. 0 Share this post Link to post
Manc Posted May 17, 2004 dutch devill said:then i am good thanks boris While it's good you're confident of your abilities, it may be wise to allow others to critique your work. 0 Share this post Link to post
LexiMax Posted May 17, 2004 ZDaemon CTF support, biaaaaaaaaaaaach...... 0 Share this post Link to post
sargebaldy Posted May 17, 2004 LogicDeLuxe said:It depends strongly on what the map is all about, I would say. Eternal is great and there are some maps featuring a lot symetrical stuff. Sure, if you're building some mountains or caves for example, they really shouldn't symetrical at all. i just find symmetrical boring and repetitive, kind of goes along with my comment on copy&paste detail. 0 Share this post Link to post
Dutch Doomer Posted May 17, 2004 youre wright mancubus II i would love too, but i don't know where to start. i have some good wads, can you give me some advice how i place them on the internet. manny thanks if you reply. 0 Share this post Link to post
Psyrus Posted May 17, 2004 You could make a temporary account on Geocities, Freewebs, etc. (If you so desire), or you could send them to the /incoming directory on archives.3dgamers.com via an FTP client. Both are decent ways of receiving feedback...good or bad. 0 Share this post Link to post
Dutch Doomer Posted May 18, 2004 how do you do that, i dont know. i tried 'archives.3dgamers.com' but i dont know where to start when i am there. please please please need some more info thanks. 0 Share this post Link to post
The Ultimate DooMer Posted May 18, 2004 Connect to archives.3dgamers.com using an FTP client (not your web browser) Change to the /pub/idgames/incoming/ folder. Upload your wad (and text file) there. 0 Share this post Link to post
Grazza Posted May 18, 2004 Just in case Ultimate DooMer's concise instructions aren't sufficient, there are more details here (user-friendly, and note the DOS method if all else fails) and the official version is here (includes instructions on what is and what isn't allowed). You'll also need to use the template for your text-file. 0 Share this post Link to post
Epyo Posted May 18, 2004 I find music to be very important, and sounds can help too. 0 Share this post Link to post
DooMBoy Posted May 18, 2004 Good atmosphere, nice lighting, plenty of detail, but not too much, nice layout, good thing placement 0 Share this post Link to post
Cyb Posted May 18, 2004 boris said:- impressive architecture - outstanding connectivity - perfect thing placement - excellent use of textures - flawless texture alignment 0 Share this post Link to post
Chopkinsca Posted May 18, 2004 The Ultimate DooMer said:Connect to archives.3dgamers.com using an FTP client (not your web browser) I'm lazy and I used Iexplorer to upload files several times. A good map needs to feel original, which at times can be hard to do. Many people get ideas from other maps. Found out who you are as a mapper and what tendencies you follow; then build on them. From that, your maps will have their own style; your style. It has to flow well, there shouldn't be akward moments when you are playing it. I don't know if it is the same for everybody, but I can tell if I map is good or not from how it flows. Experience will give you an edge on this. 0 Share this post Link to post
Use Posted May 18, 2004 I think layout will make or break a map like others here. Flow is like the same thing as map layout. A bunch of uber-detailed compartments stuck together by hallways doesn't make a map good. A sense of continuity and progression in the level is where it's at. I also agree with music being important. The right song can make a map very memorable, like cchest map25 for example. 0 Share this post Link to post
Dutch Doomer Posted May 19, 2004 thanks guys for your help, i will start uploading them. if these wads are correctly uploaded can you get them from this website?,or an other one im just wondering where they will end up. p.s. thanks thanks thanks. 0 Share this post Link to post
Dutch Doomer Posted May 19, 2004 im having problems uploading my zipfile,i don't know how you do that?. can anybody help me please?. 0 Share this post Link to post
Grazza Posted May 19, 2004 Once you have successfully uploaded your wads, then, assuming they are approved by Ty Halderman, they will end up in the Doom Community Archive. The master archive is at ftp://archives.3dgamers.com/pub/idgames and there are several mirror sites (both FTP and HTTP). People will also be able to find your wads using the idgames database here at Doomworld. Note that Ty has just gone on vacation, so it might be about a week until he is able to approve any uploads. What sort of problems have you had when trying to upload? What method have you been using. Note the DOS method that I mentioned above - if you follow the step-by-step instructions, there's really no way that can fail (uh, as long as you know how to bring up a Command Prompt :p ). 0 Share this post Link to post
The Ultimate DooMer Posted May 20, 2004 Or if he's using XP. (but then again, don't certain dos things work in XP?) Anyway, I'd get ftpx.com]FTP Explorer if you don't already have an ftp program. 0 Share this post Link to post
Grazza Posted May 20, 2004 The DOS prompt/Command Prompt method works fine in XP. As do other primitive DOS-based internet commands like "PING" and "FINGER". 0 Share this post Link to post
Cyb Posted May 20, 2004 heh, the 'DOS prompt' in XP/2000 isn't DOS at all, it's just a command line shell. Likewise, commands like 'ftp', 'finger', 'ping', 'tracert' and so on are native windows programs (console programs) and have nothing to do with DOS at all. 0 Share this post Link to post