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Fonze

Post your earliest wad and lets talk smack about it!

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LanHikariDS said:

Let's run in blind :P I'ma download it now. and get it prepped. I'm only going run it through SLADE to see if it uses a custom status bar/face/sounds, because if not, I prefer to use my VariaDoomVisor

Cynical said:

Read the textfile -- needs cc4-tex.wad to be loaded with it.

(Also, since you're playing in ZDoom, make sure you're using a reasonably recent version, and are using the Boom stairbuilder behavior, not the Vanilla stairbuilder behavior.)

But where's the fun in that?

EDIT: DAMMIT! I meant EDIT not QUOTE! ;-; Why must I be an admin to delete my own post?

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The fun is that when close to 70 Cacodemons are chasing you and you're out of ammo, you're getting to look at pretty Community Chest 4 textures instead of checkerboards and HOMs. :-D

Also, you'll get stuck shortly after hitting the yellow switch if the stairbuilder settings are wrong.

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Cynical said:

The fun is that when close to 70 Cacodemons are chasing you and you're out of ammo, you're getting to look at pretty Community Chest 4 textures instead of checkerboards and HOMs. :-D

Also, you'll get stuck shortly after hitting the yellow switch if the stairbuilder settings are wrong.

Well, I deleted that wad, and I plan to keep it that way.

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Sewers of Death

This is a later version of one of my earliest wads. It was inspired by Evilution, MAP22 I think, the part where it had tunnels with lights running along the sides. I liked this part of the map and thought it was pretty creepy, so I copy and pasted parts of it into its own wad and added "supply stations" to get items and hide in.

It was intended for Nightmare mode on multiplayer, and did not have any particular goal, other than to survive. My friends and I loved it.

The final version is here, which was built from scratch and with a higher quality. Same gameplay principles though.

I have a spiritual successor in progress, named Conduit 8, which is sprawling in comparison, and features some cool Boom-compatible stuff. This time I plan to actually have a winning condition.

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EarthQuake said:

Sewers of Death

This is a later version of one of my earliest wads. It was inspired by Evilution, MAP22 I think, the part where it had tunnels with lights running along the sides. I liked this part of the map and thought it was pretty creepy, so I copy and pasted parts of it into its own wad and added "supply stations" to get items and hide in.

It was intended for Nightmare mode on multiplayer, and did not have any particular goal, other than to survive. My friends and I loved it.

The final version is here, which was built from scratch and with a higher quality. Same gameplay principles though.

I have a spiritual successor in progress, named Conduit 8, which is sprawling in comparison, and features some cool Boom-compatible stuff. This time I plan to actually have a winning condition.

Well, maybe we don't WANT the higher quality one...

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Multiplayer FAD's with Fonze
Jaxxoon R's Beef Jerky



EarthQuake's Sewers of Death


CapNapalm's NapalmDM


Gaspe's Kran


Cynical's Golacheb (Our solution to the red key was rather hilarious, in my opinion)

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since this is meant for deathmatch, you shouldn't typically have exit switches

Just wanted to correct this in case any newbie DM mappers are reading - ALWAYS have an exit switch in your DM map. Usually people have exits disabled online, but many of us occasionally play with OS rules where you must use them to end the round. Always, always include exit switches, and just as important - always have them marked as an exit!

I'm loving this thread, keep it up guys :)

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LanHikariDS said:

EarthQuake's Sewers of Death


Hahaha, thanks for playing man. It was really cool to see someone play a wad of mine, even though your experience wasn't that great. My friends and I used to play it on deathmatch mode, which prevented those doors from trapping us by randomizing the spawns. That was probably something I overlooked when writing the text file.

I'm fully aware of how shitty the wad is, so thanks for giving it a shot. I was expecting you guys to be much more critical of it.

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@CapNapalm - When I popped the cork on this 14-year vintage DM wad, a sweet, light aroma of GothicDM graced my nostrils. Swell stuff for 2001 standards.

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EarthQuake said:

Hahaha, thanks for playing man. It was really cool to see someone play a wad of mine, even though your experience wasn't that great. My friends and I used to play it on deathmatch mode, which prevented those doors from trapping us by randomizing the spawns. That was probably something I overlooked when writing the text file.

I'm fully aware of how shitty the wad is, so thanks for giving it a shot. I was expecting you guys to be much more critical of it.

LanHikariDS said:

Honestly, so was I.


Oh, it's coming. Just gotta wait til after work ;p

Also, I need to replay a few cause night before last... I schwear to Drunk I'm not god ^^

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Fonze said:

Oh, it's coming. Just gotta wait til after work ;p

Also, I need to replay a few cause night before last... I schwear to Drunk I'm not god ^^

Wait, were you drunk when we played? You didn't sound like it...

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My first ever wad was BTWOW.wad, and I never released it to the archives. The full title was "Better Than Wow", since the whole idea was to try to do better on my first try than Wow.wad. While I think I achieved my original goal, the map was pretty shite on its own merits. Here's a short list of everything that I could find wrong with it:

-Overabundance of ammo and power-ups
-Throwing in close to the entire enemy roster on the first (and only) map despite it being completable in maybe 2 minutes
-Obtuse secrets
-No real thought to the visual design (default DB textures everywhere)
-Wolfenstein SS among regular Doom monsters
-Plasma rifle and several hundred cells in the second room
-BFG9000 a few rooms later
-Most criminal of all, 99% flat geometry and boring 2D fighting (though there's enough invincibility spheres about to do the whole map on cruise control anyways so it doesn't really matter)

The music's pretty nice, though. That's pretty much the only nice thing I can say about it.
For the morbidly curious: Get it here
(I'm not including the text file since it was worse than the actual wad)

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C'mon man, you played with me, you need me to put it in quotes for you? ;p

I didn't realize it at the time, but you can hear what was going on on my end at the end of one particular video up there. I laughed when I heard it today.

Anyway, ima start with Jaxxoon's roasting since it's so long overdue. As the video shows, we didn't finish it. So I will finish it tonight solo.

Earthquake... Oh, your map gave me a few things to say. Most of the time we were playing we were just gettin to know each other, so my mind wasn't even on trying to make a funny commentary, especially after I enjoyed the first map, Beef Jerky. I didn't even think that our audio would be included in most of the videos because we weren't actively making fun of them. Maybe we started on the wrong foot. Hell, I never even done one of them YouTube videos before (kinda like an old person, heh). Maybe next time I'll be more focused on making fun of what I see than talking about some random bs, lol. But I suppose what they say is true, we live life forward and understand it backward, heh.

Anyway, I'll be posting up random crap here in maybe 4 more hours. Prolly go in the same order as we played.

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I'm a little sad what with all I've done to contribute to the thread during a time of few participators that no one has played the shitty wad I posted. [/cry]

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Jaxxoon R said:

I'm a little sad what with all I've done to contribute to the thread during a time of few participators that no one has played the shitty wad I posted. [/cry]


Yeah my bad man, I dropped the ball on that one. Me and hikari did play some of it, and I'm about to go in solo so I can play the whole thing so I can see it all the way through.

Be back soon.

*Edit*

Ok, so change of plan. Apparently Jaxxoon's earliest wad is a fucking masterpiece (who can resist the charm of a fire flower?) and it's gonna take me more than tonight to finish. Sorry bro.

Since I haven't yet finished Beef Jerky, which by the way so far I am really enjoying and would highly recommend, I'll go ahead and go with Earthquake's wad.

First of all, this wad shouldn't be called "Sewers of Death," it should be called "Sewers of Manic-Depression." The hallways are so dark and bland that, coupled with the lack of enemies, makes for an extremely depressing experience. Then you finally find the enemies and it turns into a manic fight for survival that is ultimately pointless times 10 (how many times I died) that quickly becomes a depressing mess when you hit the teleporter and get stuck in jail. Then you realize that there's no way out, even suicide is impossible because all you got is a damn shotgun (aside from the console commands). Luckily with a partner you can get out, but only once they come around to let you out. Then you finally get out and back to the frantic mess of roaming dark hallways with bulls, spectres, and an arch-vile all on -fast and -respawn. You might as well have just gone full tilt and made em all "stealth." Then you die again and realize that you can no longer get back to the area where the monsters once were because some walls have lowered, but you can hear em. And the cycle of manic/depression continues.

If you were to copy+paste 3 different hallways and 3 different rooms into a larger map, there would be more material to it than this.

Quite frankly, after playing the map and getting stuck in the jail, I can safely say that I'd rather pull a David Carradine with the same end result (while also knowing that I do not know if he actually completed his set goal), than play this map again.

Tbh, the jail was the most interesting part of the map for me, which kinda says a lot about either myself or the map. I'm leaning towards the map, but hey, who knows what the Hell goes on in my head. Oh wait, I do ^^
The jail was perfectly designed for the monsters to never reach it. At best they'll get stuck in a corner area still far enough away for one person on SP to be screwed. Even if some were already nearby before the player teleports, theyd still be useless as the bars are impassable lines. Furthermore, once the walls lower and cut off the starting area, and possibly all other areas that had that brighter portion, the player would be doubly screwed to be teleported in the jail that is also behind the walls that lower. An interesting touch, imo, would have been to build the main set of hallways for the monsters to funnel towards the direction of the jail, with a teleporter at the end of the hall. That way, the bulls or possibly arch-vile would teleport into the jail with the player to help end it all. The only choices as it is right now are to contemplate just what went wrong with your life to bring you to a self-imposed jailing [no cops needed here, I done it to myself] in Doom (a game great for it's freedom of movement) or to (rage)quit.

Notice how I didn't say restart ;p

This wad had less going for it than Keanu Reeve's acting career and even he managed to make something good out of it.

In Dante's Inferno, the ninth circle of Hell was a frozen wasteland devoid of warmth, light, and even life itself. To Dante, the truest form of punishment was to be in complete isolation without hope; sounds to me like the jail in this wad, which I have now renamed the Ninth Circle of Hell, befit only for traitors of the various types, such as Judas, Brutus, Cassius, that chick in the spy movie, and those who give your map a shot.



Still fun to play for a few minutes, though. Next up will likely be Jaxxoon's map, though CapnNapalm's DM map was nice and short. I could prolly do it now but it's about time for me to get ready for bed.

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Heh, I think the jail thing was my friend's idea. It actually provided some sort of goal for when one of us took a wrong turn, got sent there, and had to have the other crawl out from the woodwork to go rescue us. Those switches that lower the gray doors, were actually removed later on, as well as the whole jail thing. I think I finally realized how dumb they were by the end of the development cycle. The wad went through like 7 major revisions, before coming to a half-decent remake.

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I don't have my first wad, BUT I did an exact-as-possible remake (which wasn't very hard) of it for one of these threads several years ago:

http://www.fagshategod.co.uk/other/games/wads/crapmap.zip

Contains a red skull key... but no doors. No, not "no red key doors", NO DOORS. I didn't know how to make them until 12 maps in to the megawad this was the first level of.

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LOL @ the multiplayer attempt at Golachab.

(There's actually only one player start; it was designed for single-player only, heh. Hence why you telefragged each other.)

EDIT @ red key -- roflmao, I can't believe you'd try that and wouldn't try shooting that switch through the window that you stared straight at!

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DDTW

Either it's a right angle, or a wrong angle. I actually used a Boom example map as a base. Jim Flynn posted it on their old Delphi forums as a demonstration of 3d bridges using Boom effects. So that first room there.. that's Jim Flynn's map. I most definitely made the rest with Waded v1.83.

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Cynical said:

LOL @ the multiplayer attempt at Golachab.

(There's actually only one player start; it was designed for single-player only, heh. Hence why you telefragged each other.)

EDIT @ red key -- roflmao, I can't believe you'd try that and wouldn't try shooting that switch through the window that you stared straight at!


Yeah I don't think either of us saw that switch. I finally saw it when I watched the video just now, but without discovering the impassable line (standing on the window ledge) you cannot see the switch. We both assumed at one point or another that the giant face on the wall by the red key looked more like a switch than that dark area by the window. Tbh, I thought we would just be going back there later, like a POV (point of view) spot to see something upcoming in the level.

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Fonze said:

Yeah I don't think either of us saw that switch. I finally saw it when I watched the video just now, but without discovering the impassable line (standing on the window ledge) you cannot see the switch. We both assumed at one point or another that the giant face on the wall by the red key looked more like a switch than that dark area by the window. Tbh, I thought we would just be going back there later, like a POV (point of view) spot to see something upcoming in the level.

The switch is definitely visible without jumping onto the windowsill:


(And, you were correct, you *will* be going through that hallway later, but it pulls double-duty.)

Also, do weapons respawn in co-op? If so, why weren't you guys going back for the SSG in the blood cavern at the start? I *know* for fact that one of you had to have picked it up, since the door to the teleporter out of there won't open unless you grab it.

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Cynical said:

The switch is definitely visible without jumping onto the windowsill:
(And, you were correct, you *will* be going through that hallway later, but it pulls double-duty.)

Also, do weapons respawn in co-op? If so, why weren't you guys going back for the SSG in the blood cavern at the start? I *know* for fact that one of you had to have picked it up, since the door to the teleporter out of there won't open unless you grab it.


Yeah, I don't think either of us had done any Doom multiplayer before, so we didn't have the flags set right. That's why the earlier videos had us respawning with our weapons. Also, we played everything in Zandronum, which has its own problems. For example, we saw none of the slopes in Beef Jerky. Also, darkness levels are different.

One more reason I rarely use Zandronum.

I picked up the SSG first thing, but once again the flags weren't correct. Honestly, that wouldn't have helped us much, imo.

We never would have finished, regardless, because of the area with the RL.

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Yeah, if you play in multiplayer, and you die in the RL hallway, you're stuck (and there's another place you can get stuck later in multiplayer). Like the textfile said, I designed it for single-player only, since I have literally zero experience at multiplayer Doom. Same goes for my other map.

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Alright I'm back and dumber than ever!

Next up on the menu, Jaxxoon R.'s wad titled "Beef Jerky."

Let me start off by saying that this is what happens when you forget what game you're mapping for. From a Resident Evil parachute to a fireflower to motherfucking Sonic the Hedgehog; this wad belongs in WOOO2. Is it legal to have Sonic the Hedgehog in Doom? Fuck it, what are laws anyway but a bunch of words on paper, they'll never come around to bite us in the ass... Maybe if we call him SuckDick the Horndog we'll avoid a lawsuit here... damn, close one.

Tbh, I don't even see what the point was to have guns in this mapset. I straight-up used the fireflower the whole time. Until the end where you get another new weapon that you get to use on nobody because you've killed them all. Nice touch there bro.

Getting to meet CodeImp at the central hub and at the very end of the wad was interesting. In the hub he hooked me up with some health and armor. At his house, which I'm assuming was the Amity Ville Horror House, we chilled, smoked a blunt, talked about some bong pipes; you know, exactly what you're thinking about right after you've gotten a new gun and still haven't found an enemy to use it on. He invited me in and after his house attempted murder and trapped me in with his crazy ass for eternity we finally found the booze. All in all, CodeImp's a good guy ;) but just a little pushy on selling guns I already have. Maybe he was trying to hint to me that I should just blow my brains out so he could go wait for the next idjut.

I liked how the house at the end had a shitter-bucket within view of CodeImp, that was creepy. Also, I didn't feel the need to shit because I felt like I had already been shitted on for the past few hours playing this wad, which deserves the title, "WADOSHIT" more than my wad does.

The only thing that was missing from the Sonic portions of the wad were fairies, pixies, and Joe_Ilya's unicorn as enemies.

How you starting building Doom maps and 180'd all the way over to Sonic can only be compared to either a bad case of ADD or lots of cocaine (like ole Whitelips on that "Ancient Aliens" show [why Whitelips? Because half the time I see him it looks like he just smashed his face into a giant pile of Columbia's Finest, Scarface-style]). Either way, I think if you increase your dosage you should be ok.



In all seriousness, "Beef Jerky" was a lot of fun to play. Hard to talk shit about something I enjoyed so much (can you tell by the fact that I fireflowered everything?). The level of detail was just fantastic and don't think that even the early uses of 3D floors went past me. That first gate you pass through, that's not well-placed 2D lines made to look like something over your head, it really is something over your head. You can -fly up to it and stand on it. You can look straight down or up and not see through it. Yep. I forgot when I first started playing it, until last night when I played it solo, that this wasn't even close to your first wad.

Tbh, this wad doesn't even belong on this page. More-so than, if I remember correctly, every other wad here. It was too good. There were too many advanced builder techniques used here to even fool the loopiest Californian House of Representatives member into believing that this could have been a first wad.

Still though, if any wad here were to be taken seriously, it's ironically the one titled, "Beef Jerky." If anyone here hasn't, definitely give this one a play through.

*Edit*
I just realized that that's not CodeImp's avatar, lol. Idk why I remembered it being that... whatever, still going with it ^^

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Ohohoho... a beautiful post. Even about ten minutes later just glancing at it makes me crack up. The idea of Hissy being some creepy stalker that traps Doomguy in some random house is fucking amazing.

And yeah, it isn't my first WAD unfortunately, all of the horrible things I made as a tween were either corrupted by XWE (The start of my hatred for that program) or left to rot on an ancient rig I no longer have access to. After that I moved away from Doom modding and dabbled in Super Mario World and Lunar Magic where I learned the basics of good level design and presentation, got bored of that, and came back to lurk here and learn the basics of good level design and presentation for an FPS. I also developed a weird compulsion to fuse together different enhancement WADs, which is how I learned Decorate and ACS.

Beef Jerky is merely the oldest surviving one. The release thread was actually my first post ever on this site, I wanted to make a splash and somehow thought it would be the right way to do that, heh. The original plan was to have you go to other games' universes and murderfy everyone there as well, but I lost motivation and did little of anything until JawsinSpace unintentionaly inspired me to create Obambirthday. I liked the attention jokewads brought so WOOO 2 was heaven for me.

I just posted a summation of my entire history with this site ans I didn't even remember half this stuff until just now. Huh, as Waffenak would say:

"Fascinating."

But you know, now I really want to see for sure whether or not old Mazomania is really gone for good.

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Ed said:

DDTW

Either it's a right angle, or a wrong angle. I actually used a Boom example map as a base. Jim Flynn posted it on their old Delphi forums as a demonstration of 3d bridges using Boom effects. So that first room there.. that's Jim Flynn's map. I most definitely made the rest with Waded v1.83.

I would compliment you on the bridge, had you made it yourself, as it looks really nice. As for the rest of the map, it's not really too hard, just going through a building made of compacted human feces, the usual deal. There isn't too much to say about it really, aside from the imps now being fishmen.

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Jaxxoon R said:

Ohohoho... a beautiful post. Even about ten minutes later just glancing at it makes me crack up. The idea of Hissy being some creepy stalker that traps Doomguy in some random house is fucking amazing.

And yeah, it isn't my first WAD unfortunately, all of the horrible things I made as a tween were either corrupted by XWE (The start of my hatred for that program) or left to rot on an ancient rig I no longer have access to. After that I moved away from Doom modding and dabbled in Super Mario World and Lunar Magic where I learned the basics of good level design and presentation, got bored of that, and came back to lurk here and learn the basics of good level design and presentation for an FPS. I also developed a weird compulsion to fuse together different enhancement WADs, which is how I learned Decorate and ACS.

Beef Jerky is merely the oldest surviving one. The release thread was actually my first post ever on this site, I wanted to make a splash and somehow thought it would be the right way to do that, heh. The original plan was to have you go to other games' universes and murderfy everyone there as well, but I lost motivation and did little of anything until JawsinSpace unintentionaly inspired me to create Obambirthday. I liked the attention jokewads brought so WOOO 2 was heaven for me.

I just posted a summation of my entire history with this site ans I didn't even remember half this stuff until just now. Huh, as Waffenak would say:

"Fascinating."

But you know, now I really want to see for sure whether or not old Mazomania is really gone for good.


You know what, I actually enjoyed what I played of WOOO2. A lot of cool effects and memorable maps. Tbh, I was confused as to why it was a joke wad (there were a lot of awesome mechanics and effects used), aside from some of the weird designs, like the Free Fallin' level.

So his name is Hissy? Well I suppose that's fitting, heh. Was funnier to me looking at him as a representation of you, because of the end dialogue where he states that that's all he built and he was always so sad because of it, or something like that. I was sad it was over, lol. Then after looking at him as a representation of a person (avatar) I for some reason thought of CodeImp's cacodemon avatar, maybe because of all the time I spent with DB2 before joining this site, but for some reason remembered it differently than it is now. *shrug*

Not gonna lie though, if you do ever get the stick up your ass to finish Beef Jerky, I'd love to play it over again with new maps added in. There was just so much going on that's not supposed to be in Doom that it was constantly interesting. Shit I may have to use this wad to study up on some shit I don't even know how to do yet ;p (like the hub map and other map saving progress to allow the player to travel in-and-out without losing progress as well as some other areas with tricky mechanics going on)

Oh, I forgot to mention it. I got lost in the map. I would have never finished the level if not for cheating (-noclip). There were only 2, maybe 3, areas I could not figure out how to get to (I'm assuming the area that looked like sonic and the message were not meant to be reached). I'm referring to the north-eastern and the boss arena areas, as well as the little area directly above the message. Now that I think about it I didn't really check the (maybe?) door by the caco in the north-western outside area. Maybe that's what I missed. I couldn't even get there, though, without strafe-running over the jump pads. Seems like strafe-running should never be required, though. So that was kinda weird.

Also, at the house, I could not for the life of me get past the closing walls without iddqd'ing. I guess after you hit the switch it does something and you have to back out quickly, idk. By that point I had already cheated to find the end of the last level, so the seal had been broken, heh. But last night I idclev'ed through the whole thing when I realized I wasn't gonna finish it, so I had already encountered the evil house.

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LanHikariDS said:

I would compliment you on the bridge, had you made it yourself, as it looks really nice.



I retextured it!

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