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What are some maps you've made that have been absolute nightmares to work on/build?


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Any effort to make a map whatsoever is a nightmare for me simply because I do not have the artistic drive nor the patience.

Edited by Avoozl

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I thought my camera script was long, but it doesn't seem so long next to yours.



script "EmpViewCamera" (int CamID)
{
    If(CheckInventory("EmpCameraIsInUse"))
    {
        Terminate;
    }
    GiveInventory("EmpCameraisInUse",1);
    Thing_Stop (0);
    ChangeCamera (CamID,0,0);
    SetPlayerProperty (0,ON,PROP_TOTALLYFROZEN);
    if (CheckInventory("EmpCameraInvul"))
    {
        if (!CheckActorProperty(0,APROP_Invulnerable,TRUE))
        {
            SetActorProperty (0, APROP_Invulnerable,TRUE);
        }
    }
    else if (!CheckActorProperty(0,APROP_Invulnerable,TRUE))
    {
        SetActorProperty (0, APROP_Invulnerable,TRUE);
        GiveInventory("EmpCameraInvul",1);
    }
    HudMessage (s:"Press Use to return to your own view.";HUDMSG_PLAIN,1,CR_YELLOW,1.5,0.5,0.0);
    While (GetPlayerInput(-1,INPUT_BUTTONS) & BT_USE)
    {
        Delay(4);
        if (CheckInventory("EmpCameraInvul"))
        {
            if (!CheckActorProperty(0,APROP_Invulnerable,TRUE))
            {
                SetActorProperty (0, APROP_Invulnerable,TRUE);
            }
        }
        else if (!CheckActorProperty(0,APROP_Invulnerable,TRUE))
        {
            SetActorProperty (0, APROP_Invulnerable,TRUE);
            GiveInventory("EmpCameraInvul",1);
        }
    }
    While (!(GetPlayerInput(-1,INPUT_BUTTONS) & BT_USE))
    {
        Delay(4);
        if (CheckInventory("EmpCameraInvul"))
        {
            if (!CheckActorProperty(0,APROP_Invulnerable,TRUE))
            {
                SetActorProperty (0, APROP_Invulnerable,TRUE);
            }
        }
        else if (!CheckActorProperty(0,APROP_Invulnerable,TRUE))
        {
            SetActorProperty (0, APROP_Invulnerable,TRUE);
            GiveInventory("EmpCameraInvul",1);
        }
    }
    Hudmessage (s:" ";HUDMSG_PLAIN,1,CR_YELLOW,1.5,0.5,1.0/35+1);
    ChangeCamera (0,0,0);
    SetPlayerProperty (0,OFF,PROP_TOTALLYFROZEN);
    TakeInventory("EmpCameraIsInUse",1);
    for (int I = 1; I <= 21; I++)//21 times 5 tics = 105 tics or 3 seconds
    {
        Delay (5);
        if (CheckInventory("EmpCameraInvul"))
        {
            if (!CheckActorProperty(0,APROP_Invulnerable,TRUE))
            {
                SetActorProperty (0, APROP_Invulnerable,TRUE);
            }
        }
        else if (!CheckActorProperty(0,APROP_Invulnerable,TRUE))
        {
            SetActorProperty (0, APROP_Invulnerable,TRUE);
            GiveInventory("EmpCameraInvul",1);
        }
    }
//    Delay (105); //replaced by the above for loop
    If(!CheckInventory("EmpCamersIsInUse"))
    {
        If (CheckInventory("EmpCameraInvul"))
        {
            TakeInventory("EmpCameraInvul",1);
            SetActorProperty (0, APROP_Invulnerable,FALSE);
        }
    }
}

These cris-crossing bridges and 3d-floor stairs were a bit tedious, and even more so when I was trying for ZDaemon-compatibility, with mid-textures and bridge things hidden inside the 3D floors (second screenshot).

1254645955_EMP12(editarea)at2018_05.2310-28-16.542R3018.jpg.1b756d1099929c9506036b2ff324c884.jpg987178682_empyrion_v33(editarea)at2018_05.2310-47-35.544R3018.jpg.4faff832ac50c8ded0bcf71d2981eb9c.jpgScreenshot_Doom_20180523_105455.png.255a23e363b034f3107e605c4426df66.png

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On 5/22/2018 at 7:36 PM, Breezeep said:

Any speedmap I've ever made, most notably the ones I've made for the Abyssal Speedmapping Sessions (ASS), put me under pressure for the majority of the time, since I am abysmally slow when it comes to mapping. Speedmapping forces me to just stay focused, which feels like a pain in the ass to me since I procrastinate a lot. There were even times where I just bailed out because I could not get a good start on a certain map.

 

You and I both when it comes to procrastinating on maps! I feel speedmapping does help me stay focused on one thing in general for longer and help me to work faster on my own maps which is why I do it. I can definitely see why it's not everyone's cup of tea. Hell, it stresses me out too.

 

20 hours ago, dobu gabu maru said:

What is a personal nightmare for me is working on anything vanilla compatible (...) Vanilla maps stomp all over your detailing dreams and demand more from you, taking and taking and taking until your perfectly tuned map works under its crushing standards... and even then it might throw a curveball your way if you look in the wrong direction.

 

Never again.

 

20 hours ago, Capellan said:

I love Vanilla maps for precisely this reason :)


Heh, I love making vanilla maps as well, in fact I subconsciously prevent VPOs by doing things like joining sectors together and don't even realize I'm doing it. Fortunately, my maps usually aren't ambitious enough or detailed enough to break the strict limits of the engine, but I do hate certain vanilla-compat things like not being able to replace just a few of the stock sprites, the game crashing when you step on sectors that moved and changed flat textures, and the .DEH format in general (compared to .BEX, I mean).

Edited by Xyzzy01

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The Great Urban Battle an enormous map that I made a few years ago was a bitch to work on not because of the architecture and design but the gameplay balance took me well over a month to sort out and it's still not perfect because nothing is perfect.

 

I should have never released Into Sandy's City in 2007. Was bored beyond belief and suffered from depression when making that episode. Gameplay and layout suffered lots. This was during a time of many struggles in my life.

 

Kinda felt uninspired when working on some of the WOS maps and I felt like I was forcing myself to do something so good it became bad in the end and some players still brag on about the symmetry these days something I did not understand back then. I have learnt my lessons since then, just take a deep breath, ride off the criticism and enjoy mapping. Map flow and layout matters most and now I aim to make less symmetrical maps that overlap and require little backtracking, etc etc although some rooms are still symmetrical I try to limit that.

Edited by pcorf

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