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What is the worst map you can create?


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On 24/1/2021 at 1:13 AM, CammyBanana said:

The player begins with a blue-key door to their back. They're standing on a straight, flat passageway suspended high above a pit of inescapable nukage. You need to get all the way to the other end of a ludicrously long hallway that does not even honor you with a right angle. Along the way, you will need to fight dozens and dozens of barons of hell, equipped only with the pistol, which you are given such an extreme amount of ammo for that you pretty much win for free if you press ADADADAD and have a LOT of time on your hands. This is made all the more unbearable by the fact that the passageway you're walking on has no outer walls to prevent you from falling into the nukage, so if you try to run past the barons, you're playing a dangerous game. (For added infuriation, deliberately put the passageway on top of a blockmap so the pistol doesn't work half the time.)

This whole idea is so perfectly sadistic, the discussion should end right there.

But, you could add a different flavour to the map by making the hallway have several hard straferun platforming sections or even make the WHOLE hallway small platforms that you have to jump to. They are smaller that the barons' radius, so they're stuck and can't do anything, but you still have to kill them in order to be able to step onto their platform. You can't fall asleep, or you'll slip into the lava and you have to do it multiple times.

 

Would it count if you added windows around the map with a nice view or even a better map map being visible in the background as sadism?

Edited by cu2

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the map layout is doom 2's map13, every enemy is placed in the most obnoxious place (i.e unreachable windows), long and unnecessary backtracking, the necessary key(s) hided behind fake walls, and the ending is like doom 1 e1m8 damaging floor with cyberdemon in it but the map is not the final map, so if the player want 100% kill, they have to kill all of the enemies in that room

Edited by lokbustam257
my grammar suck lol

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Just now, Doom-X-Machina said:

One single 64x64x64 room.
Fists only.
No weapons.
No health.
No armour.

No powerups.
No monsters.
No light.
No music.
No exit.
No one can hear you scream.

and the room get texture with what?

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Just balance ammo according to the "good" old Finnish Frugality Formula AKA "two shells for three imps" and even the best designed map can play and feel as a "worst" one.

 

Or play any of the LA World platforming/puzzle maps, really.

Edited by Maes

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Just now, Doom-X-Machina said:

One single 64x64x64 room.
Fists only.
No weapons.
No health.
No armour.

No powerups.
No monsters.
No light.
No music.
No exit.
No one can hear you scream.

Screenshot_212.png.8605fd386ad8a1b1353856654117fbac.png

 

Just now, Doom-X-Machina said:

 

No light. Doesn't matter.

Screenshot_Doom_20210127_095826.png.f5d3626d09f6c825d89ec959cdf35641.png

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Well....I guess the player's experience could be made even more miserable if you also managed to turn him into a zombie right off the bat, thus denying him even of the starting pistol or the fists. I guess with a hidden crusher and a barrel or more right next to them. Since the process would be unreliable, sometimes the player would just get badly hurt, other times they would just die from the excessive damage. But since they are already damned to a shitty existence by playing this "level", hey, fuck them.

 

For extra cruelty, put the voodoo doll in a nearby room and allow for some way of peeking into it, but only for a short while (e.g. a one-time opening window).

 

For added contrast, make the voodoo doll's room larger, well-lit and furnished, and even having the semblance of starting a "normal" level. As if you were saying to the poor damned soul who played your "level": "Look at the life you could be having. Stop now, you've looked at it long enough. Now back to your miserable non-existence! BWAHAHAHAHAHHA!"

 

Edit: A variant of the above, give them the means to off themselves with a RL or exit the level...through a shootable switch. Too bad that zombies cannot shoot...

Edited by Maes

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Just now, Maes said:

Well....I guess the player's experience could be made even more miserable if you also managed to turn him into a zombie right off the bat, thus denying him even of the starting pistol or the fists. I guess with a hidden crusher and a barrel or more right next to them. Since the process would be unreliable, sometimes the player would just get badly hurt, other times they would just die from the excessive damage. But since they are already damned to a shitty existence by playing this "level", hey, fuck them.

 

For extra cruelty, put the voodoo doll in a nearby room and allow for some way of peeking into it, but only for a short while (e.g. a one-time opening window).

 

For added contrast, make the voodoo doll's room larger, well-lit and furnished, and even having the semblance of starting a "normal" level. As if you were saying to the poor damned soul who played your "level": "Look at the life you could be having. Stop now, you've looked at it long enough. Now back to your miserable non-existence! BWAHAHAHAHAHHA!"

 

Edit: A variant of the above, give them the means to off themselves with a RL or exit the level...through a shootable switch. Too bad that zombies cannot shoot...

should i even make that map lmao

Edited by lokbustam257

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Sometimes i'm making doodles like this to distract from my main projects :
image.png.39deaa998c51dfb60293bd1d44b01579.png

Screenshot_Doom_20210127_230109.png

Edited by Chainie

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Thanks for giving me a reason to boot up gzdoom builder once again!

 

-startan2 as far as the eye can see

-d_running 

-unfair as shit

-blatant rip off of ideas from much greater wads

-pyramid from pharaoh except way more shit

godawfulonpurpose.rar

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a mega wad with absolutely no health pick ups.

Edited by Dubbagdarrel

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4 minutes ago, Dubbagdarrel said:

I mega wad with absolutely no health pick ups.

 

Sorry, but that's beyond 'worst map' and is simply unfeasible. Look at E4M1 on UV: it has almost no health bonuses, next to no armor, and has tons of hitscan. It's been deemed one of the most challenging maps in the base games. You're proposing 32 levels of E4M1 but  with more challenge.

 

For your idea to fly, you'd need to have 0 hitscan OR have Invisibility Spheres by any hitscan.. plus luck. Also, no damaging floors. Even then, there's basically a ticking timebomb on the player's survival. They'd also require insane skill & luck in dodging.

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18 minutes ago, Dubbagdarrel said:

I mega wad with absolutely no health pick ups.

 

10 minutes ago, Rytrik said:

Sorry, but that's beyond 'worst map' and is simply unfeasible.


This concept can get even better. There are maps out there that force you to play reality style, meaning you have to complete them without getting hit a single time. And if done right, they can actually be pretty fun. TimeOfDeath made these a while back and they¨re probably the most famous ones: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/reality3

I myself have had a go at this kind of style of gameplay. This is a speedmap I made a year ago, and I never really published it, because 1. it was meant for a personal project that has been on hold for a very long time now, and 2. it's my second map ever made, so it's not very good.
CHAMP.ZIP
Much more recently I made another reality map for a friend's project, which uses vanilla trickery to reduce the player to 1 HP, unlike what I posted here, which uses ACS, but that map will get published when that project is finished.

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Reminds me a bit of some of the Angelic badges in DoomRL, where you have to, say, beat the game on Nightmare! with 100% kills while taking no damage whatsoever. Or just beating the Archangel of Humanity challenge where almost everything one-hit kills you anyway.

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I recently made a map that kind of has that style of gameplay - you get a megasphere near the start before anything else, and that is all. I used some voodoo doll trickery to alter the map on higher difficulties. Only on Hard will you truly be crossing damaging floors.

 

I think a "worst map in terms of gameplay" should either be simply impossible or not a challenge whatsoever. Because some people will take challenges like these.

Edited by Dunn & Dunn
clarity

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when I was a kid learning how to edit WADs and before I even knew how to make doors, one of the first I ever made was a Hell-themed open outdoors style megawad with no health pickups and like hundreds of monsters because I figured "There will be no help in Hell!" #edgy, #noyourenot

Edited by Dubbagdarrel

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46 minutes ago, Willy W. said:

 


This concept can get even better. There are maps out there that force you to play reality style, meaning you have to complete them without getting hit a single time. And if done right, they can actually be pretty fun. TimeOfDeath made these a while back and they¨re probably the most famous ones: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/reality3

 

 

Cool! Thanks for expanding my horizons.

Edited by Rytrik

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My take on what makes anything the Worst Map, thinking back to the maps that I have hated the most, the overriding characteristic was dullness more than anything else.  There is nothing worse than a map that artificially lengthens itself by requiring the player to do tons of repetitive backtracking like a gerbil in a maze, or waiting 5 minutes for a platform to lower, or wall-humping around huge unadorned labyrinths searching for a silent unmarked switch that will change something at the opposite end of a map where nothing has changed, no new monsters have appeared, and everything is just an exercise in repetition and tedium.  This is why pinkies and Barons keep coming up here I think: they're pretty tanky and tactically uninteresting in isolation and so bad maps often throw hordes of them at a player where they are not difficult, but incredibly tedious to kill.  I mentioned 1337.wad earlier and what I had in mind was exactly this kind of nonsense: I can forgive somewhat a STARTAN-filled map with misaligned textures and thicc 32px doors everywhere if there's actually some variety in the gameplay, but if a map is just 45 minutes of slowly, desperately grinding through 4 giant spiral corridors of the same enemies then I won't feel like I gained anything from it.  Beating a map like that doesn't give me any sense of achievement, no feeling of reward, and proves nothing except that my time apparently has no value to me.

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Some ideas:

 

- The whole ceiling is a crusher, a switch opens the exit door at the other end of the map and the ceiling slowly crushes you, while you try to backtrack to the exit door.

 

- Maybe combine the crusher idea with a maze?

 

- You have to fight tons of monsters with only your pistol, then you finally get a rocketlauncher, but picking it up triggers a cage around you so that you will kill yourself with rocket splash damage if you use it. So you still have to kill Barons and Pinkys with your pistol. After this is done, the cage lowers and the only monster left to kill with the rocketlauncher is a single zombieman.

Edited by Tetzlaff

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A mapset based around the zombification concept would be interesting, if extremely frustrating to play, especially if the player is not told what to expect.

 

Basically, make it so that some of the maps in that mapset consist 100% of damaging floors and crushers, as well as overwhelming number of monsters. Besides invulnerability or radsuits (which of course will NOT be provided), the only way (or at least a way) to get by those would be to exit a previous map as a zombie with negative or zero health, so no monsters would be alerted and no damage would be taken by crushers etc.

 

But that in turn will create a host of other problems such as not being able to use weapons or pick up health... I guess the only way to break out of it would be to die on a damaging exit floor. If sector damage still does not apply, getting hit by a monster or barrel explosion while standing on one.

Edited by Maes

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I sure love that bad map, on purpose, by @Worm318. It was created on response to a certain troll topic. In that troll topic, the original poster criticised the layouts of Doom II and Sigil for being, in words of said unnameable poster, spiraling and confusing.

 

https://www.wad-archive.com/wad/a9f317cf5cb1bf33ca8c0f260972ce91d6a83157

 

P.S.: the forum is sluggish as fuck.

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  • 2 weeks later...
On 1/28/2021 at 12:50 AM, WolfBlue said:

Thanks for giving me a reason to boot up gzdoom builder once again!

 

-startan2 as far as the eye can see

-d_running 

-unfair as shit

-blatant rip off of ideas from much greater wads

-pyramid from pharaoh except way more shit

godawfulonpurpose.rar

I got bored so I speedrun this map, this is the best time I could do:

Screenshot_Doom_20210208_112022.png?width=1191&height=670

I don't know I had one percent Kills though, I didn't even fired my pistol once.

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I have decided to stop lurking in this thread and actually contribute to it, this map was designed on what i call the "000 system"

0 skill

0 ability

0 inspiration

anyways, here it is

 

it is comprised of two maps

the first one contains a fiery surprise and the second is just changunners, both are very short

bad and underwhelming.rar

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WOS MAP06 is the worst map I can create due to utter boredom, only aiming for looks and not caring about layout. It inspired a trollwad maker to release Whispers of Startan aka butcrax.wad released shortly after WOS was surely inspired by Whispers of Satan MAP06, the most well known symmetrical map of all time. The text file mentions that known bugs are caterpillar, beetle, spider, ant, fly, firefly, roach, and cockroach. It is the same room copy and pasted 38 times plus a huge inaccessible room with linedefs spelling WEEWEE. As @Memfis said in the reviews "it's funny because it's true. also a great map for pacifist speedrunning."

 

Luckily Whispers of Startan got a proper sequel in the April Fools Startan project.

Edited by pcorf

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When I was making doomdles, I made one with an pool surrounded by pillars. There is only a door and a arch-vile which cannot climb out of the pool. The door has bars in it that require a switch hidden in one of the pillars. Behind the door are chaingunners. The door is stay open.

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