Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
gggmork

crazy ass stair architecture (now stairs MUTATE)

Recommended Posts

Both are zdoom map01.

I got this idea from seeing some interesting stairs in Mechadon's Salamandastron map, then used my old friends, copy and paste, to have a field day.

http://www.sendspace.com/file/wd62jg

There's currently no enemies or exit (so much height difference confines ground enemies and floating cacos are too large and get stuck. Maybe those mini cacos from zen dynamics would be best in here, or it might be good for deathmatch but I never play that.)

***UPDATE***

http://www.sendspace.com/file/b3f90z

Here, I used silent teleporting to make stairs visually throb in a bizarre way.

Looks pretty cool but the damn thing has errors (but still mostly works). The engine interprets some of the teleporting lines as unclosed sectors so the player jerkily jumps over them instead of it being smooth (only at the top of the stairs). It took too long for me to want to fix if it is fixable.

Share this post


Link to post

i can tell you one thing: that map wont get anywhere really.

i mean, its a cool experiment and all, but its too cramped for deathmatch and too large and sprawling. some parts of it kinda look like seashells though, heh.

Share this post


Link to post

Yeah, you're right. It was mostly just a visual experiment but wouldn't be that good for actual gameplay. Doom is designed for more flat 2.5 d areas.

Share this post


Link to post
Guest DILDOMASTER666

Greatest map ever conceived. 5/5

Share this post


Link to post

Wow, that's a lot of crazy ass stairs :O

Actually it might be a mildly amusing Last Man Standing map...but outside of that, I don't see it being very fun. At least it looks really cool :p

Share this post


Link to post

Unofficial review. :-)

StairDriftSH.wad - gggmork
zDoom - SP - 296kb

StairDriftSh.wad is an interesting experiment where gggmork attempts to confuse and disorient the player by placing them in a maze of stairs that has few identifiable landmarks. Not recommended for people who get lost in multi-level carparks.

Share this post


Link to post

This map creates a very interesting visual experience. But yeah, I don't know what else you could do with it.

Share this post


Link to post

Ha ha, I should hide all 3 keys in hard to find nooks and crannies, then make each key activate a linedef that can only be spotted from its subtle texture difference, then finally top it off with a hidden 1 pixel wide ledge to reach the exit, just to make it the most annoying map ever.

Share this post


Link to post

haha, and whoever makes a demo of completing the level gets a special prize -- a more cramped and more sprawling version of the map with zdoom scripting and needing six keys to reach the exit!

Share this post


Link to post

I made a new experiment, linked to from the first post. Theoretically it would be possible to make the ENTIRE sprawling first map visually pulse like that.. but it would make the file size 16 times bigger and take a hell of a lot of silent teleport lines (I used 97 teleport lines in that small area alone I think).

Share this post


Link to post

I can see that effect being used in other wads for small visual things. It's pretty weird and trippy.

Share this post


Link to post

Clearly a SLIGE generated map :)

No really, very interesting effect. I agree with ler It's a useful visual that could be used practically in maps, if implemented with a little more restraint!

Share this post


Link to post

With a few tweaks the second version could become a never-ending stairway. I like it. :-)

Share this post


Link to post
Guest
This topic is now closed to further replies.
×