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HOT OLD GARBAGE: A Gallery Of Ancient, Failed Ideas [Boom, 25 maps, now on IdGames!]


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I think you may have gotten some of your brain wires mixed up in MAP20. Door visually marked with blue opens with red key, and the Door marked with red opens with blue key (one that you cannot get! it is behind this "red" door). Seems to not be the original intention.

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Just now, -BLEEDTEA said:

I think you may have gotten some of your brain wires mixed up in MAP20. Door visually marked with blue opens with red key, and the Door marked with red opens with blue key (one that you cannot get! it is behind this "red" door). Seems to not be the original intention.

 

Yeah I noticed that don't worry, download the wad again, it's been fixed

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If you let NiGHTS108 draw lines in Doom Builder at random an infinite amount of times, NiGHTS108 will eventually create the entire works of BPRD.

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I believe something likely of interest to any fans of this wad especially, I've just published my Behind The Linedefs episode on Hot Old Garbage, which is an audio commentary on the entire wad map by map! If you want a little further insight into some of the stuff I was thinking while making these, then I hope you enjoy!

 

 

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most maps are kiddish and pointless but map 5 and 14 are a bit tricky but best map is map 17 and last area of map 20

map 18 got some bug at blue key door 

here is my blind first try playthrough demo of all maps 

prboom cl9 uv skill used

popi9.zip

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Sad to see how far your mapping has regressed over the years. Your promise peaked with The Colosseum, and then you just devolved into Plutonia clone drivel riddled with softlocks. Shameful.

 

(For legal reasons, this is me being silly. Thank you for sharing your mapping journey with us. It seems you already found the issues with Trial and Tribulation, so I won't pile on.)

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Made a slight edit to the wad to make MAP18 possible without cheats. I figured since I edited so many of the other maps to have inexplicable 64x16x64 silver plated exits, might as well throw in a yellow key here too so you can leave. Probably going to upload to IdGames soon enough.

image.png.387251ab4b78224a60a21f935bf816d3.png

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Another update to this wad, though this one's pretty significant. I've added three new maps, all from between the time I made my Plutonia Revisited 2 maps and my Jamal Jones map. I've already made my Behind The Linedefs video though, so I'll run through and talk about the few new maps. Download the wad again to check them out.

 

Screenshot_Doom_20240501_000014.png.4eb04f2b1dc918d654932c6e7e36a88d.png Screenshot_Doom_20240501_000029.png.ae1423cfb169842f1f4c26e20d5ef9dd.png Screenshot_Doom_20240501_000052.png.997308b8e7bc53f5fc55adbde63380a2.png

 

MAP19: 30mc_NiGHTS1082.wad

I had a few (curiously) failed maps for 30 Monsters, about 5 of them all in all, none of them very far into actually being finished, though I picked out what I consider to be the most interesting and relevant map for this archive's interest. Not much to say about it, it really is just that opening room in the screenshot, though I suppose I see it as an origin point for the rather poppy and shiny visual style I'd build on later on. It's one of the first times I went really hard on the whole "sector special 8 brightness 255" trick which I still rely on a lot.

 

MAP21: Tropical Storm

The ACTUAL first map of Stress. Honestly, I'd go as far as saying besides MAP23 this is the only map in this project I genuinely enjoy playing. I distinctly recall the layout being inspired by MAP01 of Coffee Break. This was back when Stress was actually my "main" "project", it's since evolved into a megawad I'll release eventually. It might still have this map in it when it's done. There's a few strange quirks from my Plutonia Revisited maps here, specifically with some peculiar visual choices at times. It does still distinctly feel like a map from that mapping era for me, the only difference being I actually enjoy it.

 

MAP22: Field

MAP01 of an unfinished speedmap project called "M.P.L.S.M", or "Mediocre Plutonia Looking Speedmap Megawad". Interestingly the map was designed only in a few hours, and is perhaps the first time I ever successfully made a speedmap as a result. This map, while not thrilling combat wise by proxy of just being a fairly basic opener, flushes away some more of the peculiar habits I had built up up to that point and refines my eventual style even further. I believe this was the last non-joke map I made before Jamal Jones E3M17.

 

As a whole, I think these maps are pretty important. Going straight from the PRCP maps to Jamal Jones feels kinda strange, and I think these demonstrate well the process leading from there to Scorching Ivy, which I still personally hold up as my first "great" map, and it's my first public one too. Hah, you know it feels much more pretentious to write this out than to say it in a Behind The Linedefs video, lol. Anyway, most likely the last major update before IdGames. Thanks for reading!

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  • 3 weeks later...
8 hours ago, EffinghamHuffnagel said:

Just downloaded this from the archive. Can't extract the wad. The file is corrupt.


Damn, that’s really strange, for some reason this wad keeps running into that issue on the archive but I thought it was fixed this time since they didn’t reject it . . . Guess I’ll have to send another update :p

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@EffinghamHuffnagel @NiGHTS108 I was able to extract it using 7-zip, which complained about having extra data at the end of the archive but seemed to otherwise work. Don't know what the cause of that could be.

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Update, a new version has been sent to IdGames and it definitely is NOT corrupt! This is the final version :)

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