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HotGarbageCity

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  1. I'll first make a 10 map wad for starters to gain my own experience. And only then, maybe, i'll make a community project. since, i can't edit all just yet. check check check Passing that, but replacing with "nearly inescapable"(Think of anti-softlocks of mario maker 2 troll levels. Huh...I think I just got my first map idea. Thanks! Yhea, that's what I'm trying to replicate, while avoiding actual implementation. Already did that, now I know where to use it. I have a problem with flat levels: i still tend to use steps lol. But yhea, I can make flats. Check check cramped spaces is check. Bad infighting sadly is my specialty even on the best of projects I've not released yet. Thanks for your time, got some ideas. Yhea, I'm trying to make a lighter version of that. I could contact them, but I prefer to work without texture packs. Besides, my projects objective is not to mock, but to try to find ways to make crappy level designs still fun. Didn't know about that, so thanks. One mans trash is another mans treasure Yhea, but I'm not affiliated with anyone on this thread. Sorry to dissappoint you. Ofcourse threads will go shit fest if not tackled properly. The problem with disliked things is that usually they are just ineffective use of those things. The goal is to make the maps bad, but the gameplay of those maps still enjoyable in one way or another. That's the whole challenge. Oh yhea. i am actually skipping those in my project, cause I have not found any good way of using them. Platforming being exception, as it can be used for anti-softlocks. Other than that, rest is pretty much a pass. I'm trying to avoid repetition thankfully. That is also something I will avoid. Random teleportation can actually be used to good effect, but only if monsters all teleport in. I do understand what you mean though. So many times have I noclipped into obscurse teleport room at the end of the map just to see if it's teleporter accident or someone left monsters roaming outside the bounds of a map. I think that can be used. I agree with this, but inescapable pits is something I try to avoid. Resource starving really depends on map theme. Overabundance is also another end of that
  2. Hey guys! I've been playing for a while and noticed, that there is a distinct lack of maps that are designed bad on purpose. So I decided to make a 10 map wad consisting of specifically badly designed maps (kinda a joke wad). However, after 3 maps... and other 5 micromaps in my other thread, I've kinda ran out of ideas already. So I'm going to ask: What is the worst level design element you have experienced? Things that will not be included in that project: Broken teleporters or other linedef and trigger related issues.
  3. HotGarbageCity

    Hot Garbage: Minor Garbage.

    I like the thumbnail already. 2nd map: oh damn you skipped a linedef. have to fix that. was not intentional. The exit was intentional. One of the things i discovered in newbie maps, thought i'd use for HG project. had to figure out how to use it effectively though. thanks. 4th map: you activated the trap too early and then ran topwards the pinkies. I like it, i'll keep it. 5th: oh yhea i counted 4 at first. sorry about that. fixed in main post. also, nice bitrate. nice deaths. Crap, there is unintended bug with the wall. have to fix that overall I see it hit the mark pretty well. thanks for playing and for the video. @DarkIceCyclone ty for the kind comments. But i'd call it garbage xd.
  4. Hey all! Whenever I get into creative block, I usually do a couple of random maps with no thematic at all to get rid of it. The goal of this is as follows: It must be functioning, this means doors and ending must be accessible. It must be beatable. It's done for my own amusement. Forget anything complex Forget about texturing or balance. Here are my results. 5 maps that work in GZDoom. All beatable, however the difficulty is highly variable. )thanks biodegradable for confirming i'm not insane and just missed a whole level lol) All these maps can be used as a basis for your maps. Just credit me. Backstory for the name: Requirements: GZDoom. I have not tested on other ports, but anything that supports ceiling textures on floor and wall textures on ceilings should be able to read them. Exception: PRBoom, it is NOT able to open the wad file at all. Doom II Graphic settings: Some maps are way too dark in Vanilla/Dark display settings or Doom compatibility modes. Maps 01 to 05, run in sequence without issues. Optional: Free look (Makes some maps way easier) Jump (There really aren't any places to jump on) Theme: Joke map/none/whatever floated my boat kind of stuff. Combat: Slaughtery, More resembling bad slaughter maps. Ammo: Not a problem Health: is a problem on some maps, but not all. Pistol start: Implemented, unbalanced, all maps are beatable. Secrets: 2 on map 3, 1 on map 4. However total marked secrets are 4. Maps don't have names or custom midis. So if you're tired of D_Running, just swap it. Bugs/Known issues: Bugs: Map 04 has one linedef skip possibility Some textures may be off, but most are consistent. Known issues and resolution to them: WARNING! GAMEPLAY SPOILERS! Cramped/Open: Different accross maps. Widest map is Map04. Difficulty: Map 02, Map 04, Map 05, Map 03, Map 01, from hardest to easiest in my opinion. However, it's just variations of easy. Download link: https://doomshack.org/uploads/Hot_Garbage_Minor_Garbage.wad @Biodegradable discovered some bugs. Thanks. I've fixed them https://doomshack.org/uploads/Hot_Garbage_Minor_Garbage_BugFixed.wad Screenshots:
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