Hellbent Posted August 11, 2010 1. Design a wad to be as challenging as possible with 20 imps, a demon, three shotgun guys and one arch vile. The creative challenge is to make the wad as fun and interesting and long as possible. 0 Share this post Link to post
bgraybr Posted August 11, 2010 Like this? http://www.mediafire.com/?44ida0ulq9688sd (100% Vanilla compatible) 0 Share this post Link to post
40oz Posted August 11, 2010 There was something like this at the end of E1M8, the trick was to use really low lighting to make what was actually like.. 5 or 6 monsters feel like there was 2,000,000,000. 0 Share this post Link to post
Mr. T Posted August 11, 2010 40oz said:There was something like this at the end of E1M8, the trick was to use really low lighting to make what was actually like.. 5 or 6 monsters feel like there was 2,000,000,000. Yea totally blew my mind when I was 8yrs old or whatever. "I killed the Barons, what is this satan face? Maybe I should walk on it... WTF IT TOOK MY IDDQD!!!!!!!!! OHHH MY GOD MONSTERS EVERYWHERE" 0 Share this post Link to post
Creaphis Posted August 11, 2010 Mr. T said:Yea totally blew my mind when I was 8yrs old or whatever. Same here. That moment alone may be responsible for Doom's lasting hold on us all. 0 Share this post Link to post
Hellbent Posted August 11, 2010 the idea is to get the arch vile to resurrect the imps over and overa gain--in such a creative way that you can't easily kill the archvile and the imps keep shwoing up in new places...... 0 Share this post Link to post
40oz Posted August 11, 2010 Mr. T said:WTF IT TOOK MY IDDQD!!!!!!!!! OHHH MY GOD MONSTERS EVERYWHERE" Hahaha oh yes. If there was ever anything that could create so much shock value in such minuscule way it is a sector that can steal your cheat codes. I fucking shat my pants trying to type in iddqd again before i died. (or reached 11% health rather) 0 Share this post Link to post
Hellbent Posted August 11, 2010 bgraybr said:Like this? http://www.mediafire.com/?44ida0ulq9688sd (100% Vanilla compatible) errr... not quite. Hellbent said:The creative challenge is to make the wad as fun and interesting and long as possible. 0 Share this post Link to post
Philnemba Posted August 11, 2010 This sort of thing sounds like fun so I made a speedmap under the ideal conditions:http://www.speedyshare.com/files/23761020/philhbcc.wad Made it in 2 hours(including testing) and its boom compatible. 0 Share this post Link to post
Phml Posted August 11, 2010 I liked it, Phil. Could tell the second I saw the exit door and the 8 imps at the start what was going to happen, but that didn't make it any less enjoyable. :) 0 Share this post Link to post
Hellbent Posted August 11, 2010 yeah, I liked it too. When I'm done with my current wad (which inspired this project idea) I will make one as well. 0 Share this post Link to post
Jodwin Posted August 11, 2010 http://www.akinomori.com/stuff/peloarch.zip (USE THE INCLUDED DEH OR IT WON'T WORK) A 1024 map in about 30 minutes, UV can be pretty nasty, but HMP and HNTR shouldn't be too bad. 0 Share this post Link to post
Hellbent Posted August 11, 2010 great! I liked how it had the feeling like the arch vile was overworked and running around frantically trying to keep things from falling apart. 0 Share this post Link to post
ArmouredBlood Posted August 12, 2010 Hmm. uses map21 for the sky. It was almost a 1024 map, but I had to lengthen the demon room a little. Midi is the skeleton hallways from castlevania; harmony of dissonance. I like phil's, gonna try jodwin's in a bit. 0 Share this post Link to post
Philnemba Posted August 12, 2010 Thanks guys :D Just played both Jodwin's and ArmorBlood's maps and both were fun to play :) 0 Share this post Link to post
The Lag Posted August 12, 2010 Hellbent said:the idea is to get the arch vile to resurrect the imps over and overa gain--in such a creative way that you can't easily kill the archvile and the imps keep shwoing up in new places...... that will get old after the first map 0 Share this post Link to post
Phml Posted August 12, 2010 Tried AB's map. I thought it was a bit cramped, and after killing the demon, I backed up when the floor went up and got stuck. 0 Share this post Link to post
Hellbent Posted August 12, 2010 The Lag said:that will get old after the first map I could prove you wrong, but it would require way too much effort and time. It would require some creative and innovative mapping. Certainly adding limitations like 1024 would only strengthen your case. I was hoping people would think outside the box with this one. That said, I liked all the maps so far, and don't want to discourage people from attempting it. If everyone wants to make 1024 maps, by all means! Maybe I'll make a map today since I am having a helluva time finetuning and finishing my other map, to show you that not all the maps would be the same. ]Eponasoft: Vanilla? Boom? Zdoom? I was thinking vanilla, but boom would be fine, too. 0 Share this post Link to post
Jodwin Posted August 12, 2010 Hellbent said:Certainly adding limitations like 1024 would only strengthen your case. Well, I made a quick 1024 map only because it was 1 AM and I was damn tired at the time. Also, the gameplay idea was pretty simple and making it bigger just for the sake of it would have been pointless (if you played it on HMP, try UV, the berserk screws up the idea of first killing the sarges to get enough ammo to kill the AV with the shotgun, while avoiding attacks). 0 Share this post Link to post
Hellbent Posted August 12, 2010 Your wad was good, Jodwin. It was a creative way to do it. I just started working on mine. I am going to break my own rules, tho. I want to add a zombieman. It is more atmospheric for my map than using an imp or shotgun guy. EDIT: I'm also replacing the demon with a cacodemon. k, that's lame.. I am going by the rules. And I accidentally overwrote the file. Oh well, it wasn't much anyway. I took a screenie of the one cool part of it anyway. 0 Share this post Link to post