xScavengerWolfx Posted April 15, 2022 (edited) Like the title said, what inspired you do become a mapper, mod maker or making midis. For me i've always wanted to make levels for video games since i was 10. Playing OG halo sparked my interested in getting into map making but i had to give it up for something else in life. Years later when i found they remade Doom (2016) i bought both doom and doom 2 on xbox live arcade (when it was still called that). I fell in love with the games and level design especially no rest for the living. When Doom 2016 came out and snap mapping was a thing. I tried out snap mapping and that's how i ended up finding out about doom mapping and all the crazy things you can do. Ever since then and making crappy maps (under ground toxicity 1) i fell in love with mapping and reading everyone comment telling me how i suck and tell me i should never map again...... i'm joking about that by the way. I hope i can keep making maps and get more involved in community project and try to make a name for myself as a doom mapper. I should also mention that watching Civvie 11, JP LeBreton and Joel aka Vargskelethor, inspired me to be a map maker as well. I wanna hear or well read how you got into it and what inspire you to do what you do. Memes are welcome.....as long it ain't too brutal or on the nose. Edited August 11, 2022 by xScavengerWolfx Changed the title of post. 9 Quote Share this post Link to post
Thelokk Posted April 15, 2022 (edited) I'm just one of those people who, when they get into something, they can't just consume it - I have to take it apart, see how it works, make my own version of it. It's just a compulsion, really, and it's not limited to Doom mapping. Also, pretty much no one makes the specific kind of doom maps I like to play, so I have little choice but to make them myself. Edited April 15, 2022 by Thelokk 5 Quote Share this post Link to post
gwain Posted April 15, 2022 I liked the idea of making my own game ever since I was little going on stuff like scratch.mit.edu and other such things but eventually that kinda just faded out after I became a drummer but around 2019 I found my old gba and a few carts where I found my favroite game from my childhood doom2 gba eventually I played it and the controls were worse than I remembered so I looked it up online and I found how big the modding scene was for it and when I saw some of the tools that childhood feeling of making stuff on scratch and that breif attempt at source modding I had came all back in a slightly different way 5 Quote Share this post Link to post
Sneezy McGlassFace Posted April 15, 2022 I was watching some epic doomtubers like decino and dwars, and played doom for a while but never considered making stuff myself. That changed when three particular videos shown up. DavidDNewton's David Develops Doom - Editing basics!, Jimmy's ANYONE can make a DOOM map. and again David's David Develops Doom - The Visual Language of Doom Maps. In that order. At that point I had no idea what "SW1 switch" even mean but these gave me an idea that I could actually try doing this myself. The last video on visual language was the last poke that sent me down the rabbit hole. Haha, rabbit hole, get it? 'Cause David's avatar is .. never mind. Having some general rules/suggestions for what to do and what not to do was absolutely essential for me. And it's rules I keep using, GATE4 for teleporter destinations, TEKBRON1 and 2 for remotely-opened doors, stuff like that. The funny thing is that I'm not much of a gamer. Never have been. The games I enjoyed the most were OpenTTD and Dwarf Fortress. Mapping is like painting to me. But it's a 3D scene, where one can walk through, have objectives to reach and obstacles to overcome, and feel different things while doing so. That is really rewarding, to provide the experience. If I imagine spending days on a map, I'd rather it be through an editor. I do the creating and let others do the playing. I like being the mysterious figure in the shadows, orchestrating the whole thing. 4 Quote Share this post Link to post
Okej5722 Posted April 16, 2022 I think what inspired me the most was seeing how long the DOOM community has lasted, and also seeing some WAD reviews on Youtube — that and also seeing how many maps from new members get posted. It's very inspiring, even if the first map someone posts is lacking in quality, although that doesn't prevent them from improving throughout their mapping career. 4 Quote Share this post Link to post
Lippeth Posted April 16, 2022 There was one single thing that first inspired me, as well as reminding me at all that fans made their own content was seeing the little courtyard area in the first map of NRFTL on PS3 in 2012. It was a small thing but just the look of it made me want to see what else was out there. I don't even think I finished playing the map, I just remember turning off the game, going over to my computer, creating a DW account, and spent the next few months in Doom Builder 2, and throughout the following years slowly discovering a whole new hobby. I had played Doom shortly after it first came out as a kid at my uncle's house, a lot of Doom 2 in junior high and high school with no mouse support, and a little in 2010 on a Macbook using Odamex but I never even considered fan content until seeing that little courtyard with dead trees in NRFTL. 5 Quote Share this post Link to post
Dexiaz Posted April 16, 2022 I was 6 years old in 2000, and I've played Doom for a first time. I've got already some small game experience (played NES and Sega Megadrive games), but when I saw Doom gameplay it blow away my mind. I was thinking to start working in id Software when I'll grow up. Well...you've got it ;) 2 Quote Share this post Link to post
BoxY Posted April 16, 2022 Nobody else was making maps shitty enough for my tastes so I had to do it myself. 11 Quote Share this post Link to post
Nefelibeta Posted April 16, 2022 Couldn’t find the wads that I’ve been wanting to see so I decided to make my own ones. 7 Quote Share this post Link to post
Pechudin Posted April 16, 2022 I always liked creative toys, LEGO (still got a big 'ol case of them, and I'm 25), and Minecraft was a favorite game of mine. It's only natural I'd want to make maps for DooM when I got into it. 7 Quote Share this post Link to post
Sneezy McGlassFace Posted April 16, 2022 6 minutes ago, Pechudin said: I always liked creative toys, LEGO (still got a big 'ol case of them, and I'm 25), and Minecraft was a favorite game of mine. It's only natural I'd want to make maps for DooM when I got into it. Yeah, Minecraft is a great gateway drug for mapping 5 Quote Share this post Link to post
Captain Ventris Posted April 16, 2022 Doom Wars by Martin Collberg. I loved it and committed to learning how to mod to bring it over into ZDoom. This of course became ZDoom Wars! 4 Quote Share this post Link to post
Borg Posted April 16, 2022 10 hours ago, BoxY said: Nobody else was making maps shitty enough for my tastes so I had to do it myself. Mine should be perfect for you. 1 Quote Share this post Link to post
thiccyosh Posted April 16, 2022 My endless boredom during lockdown. Seriously if it weren't for this stupid virus to exist I wouldn't be here right now. 3 Quote Share this post Link to post
Solmyr Posted April 16, 2022 (edited) Having played Alien Vendetta back in 2005, and a year later, downloading some custom maps made by users from "Arcades 3D", a spanish speaking forum that used to be dedicated to Doom and classic FPSs in general which i used to lurk at for a couple of years, there was a section where forum users uploaded their maps and some threads about map mapping and tutorials by using an editor called Doom Builder. I downloaded it, then fiddled around with it for months, but never actually managed to finish anything deemed worthy of sharing, the bane of my life; my lack of confidence and laziness always got the better of me. Then, i dropped the mapping thing until later in 2013 when i came across a series of videos in You Tube by a fellow that goes by the name of "Chubz", his videos about Doom Builder 2 and some of its features such as 3D sectors, and deep water, rekindled my interest in doom mapping again. When it comes to modding, in the form of spritework was something i always wanted to do since i played the Shareware version of Doom, and saw a demo which had other marines playing coop, and after having seen there was a blue armor item, but no in game blue armored marine or zombie, so i took a screen shot of that demo and repainted one of the marines armor blue in MS Paint. That was when i was 7 or 8yo. Edited April 16, 2022 by Solmyr 6 Quote Share this post Link to post
xScavengerWolfx Posted April 16, 2022 Man i didn't think this would catch wind so fast lol. I should be more clear on the ect. part. The ect part is more or less about composers who makes midis and people who make textures and stuff. Yes i read the comments and i do react to them to let you all know i've read them. God i love this community 4 Quote Share this post Link to post
DevilMyEyes Posted April 16, 2022 (edited) Back when Sigil got it's official announcement trailer in 2018, I was so hyped to see how the whole thing could look like so while I was waiting for it and because I didn't have anything else more to do, I picked up doom builder and created levels that were inspired by Sigil. Obviously my first maps weren't great but I felt so inspired by those dark and grime-y looks that I wanted to try and channel in those feelings back with these maps. I also got to do some graphics for them, like for example an edit of the zombieman but edgy and began another journey with texture making, but that's another story. Edited April 16, 2022 by DevilMyEyes 5 Quote Share this post Link to post
NiGHTS108 Posted April 16, 2022 I heard MtPain27 say "Even download Doom Builder and have a crack at making your own masterpiece, who knows, maybe it'll become your next obsession" on his Mucus Flow video around 14 and a third months ago and from there my fate was sealed 4 Quote Share this post Link to post
Doomkid Posted April 16, 2022 Played Wolf3D as a babe and Doom not much later. Already was in love with the general premise and gameplay, but one evening in the late 90s (probably 1998) my dad helped me to look for new Doom levels online, and we came across this webpage, which featured Doomed 2 Die. Pretty sure we were lead there from one of the PIR webpages. Knowing that there were Doom levels out there to find - whole 30 map replacements, no less - my fate was pretty much already sealed. I wanted MORE DOOM. Now that I knew how, my 6 year old self loved searching for "doom wads", "doom levels" etc. in Yahoo!, which was the Google of the era. Through doing that, I ended up finding DoomCity.wad, Area51.wad, HellRun.wad (from this site), DropDead.wad (from this site), as well as Simpsons, South Park and Dragon Ball Z Doom from (this site). I had some other wads too, Hoover.wad and HotlHell.wad stick out in my mind, totaling to about 20 or so in my wad collection by the time the early 2000s rolled around. There were some other random Doom sites like this one where I didn't find much content, but I still remember the site clearly anyway for mentioning Beavis and Butthead Doom (which I didn't find until about 2 years ago thanks to Mad Butcher.. Only spent about 20 years wondering about that damn wad..!) As I was growing my wad collection in 1998/1999/2000, I was also "drawing up" my own Doom maps in MSpaint, attempting to mimic the automap that you see when you press tab. To show what went where, I used GIFs of monsters found on this site and dotting them around the place where I wanted them (usually just their heads). In an odd way, this was halfway-decent preparation for "real mapping", though drawing lines and placing monsters, then just having to "imagine what it might look like if it was real" did get old eventually. I had also managed to find some Doom savegame editors which I would use to "modify Doom wads" (lol, I would just give the player extra ammo and start them somewhere else.. thrillsville!!) Finally, 2001 rolled around. For at least 2 years, I would search periodically for things like "doom online", "doom multiplayer" etc in Yahoo!. I'd sometimes find sites with kinda-sorta relevant information, but never anything my single-digit brain could properly comprehend or process, so it went nowhere. (I even tried downloading a handful of these ancient "mutliplayer Doom" clients and none of them ever worked. I vividly remember one of them had a Medikit as the icon, and I really got my hopes up, but it was another failboat). When I finally found Doom Connector (which was still only like, a few months old), I instantly met Grotug/Hellbent and his friend r who helped me get ZDoom and join my first ever multiplayer game, with the two of them. I SO vividly remember the map, because I was so excited to play with Doomers in another state for the first time..! It was what would become Map25 of GreenWar.wad, which wasn't even finished yet!.. In 2022, GreenWar is still one of the most played DM wads, and I still find myself fragging there from time to time.. Map25 in particular kind of feels like "hallowed grounds" to me... The first non-local Doom match I had ever had, man! (It was probably for the best, any younger and I would have been saying stuff so blatantly childish that it would have gotten me banned.. I was already lying about my age whenever people asked as it was). Less than a month later on Doom Connector, I met Tom Kachel (author of Doom: Rampage Edition) and he showed me some of his early maps and "fake" automap levels similar to the ones I was making, and we clicked well and would chat somewhat frequently. He sent me WadAuthor, which was my first true Doom modding tool.. I instantly opened up a copy of Doom2.wad (not knowing how to make new "from scratch" levels) and began moving things around on Entryway. I even remember exactly what I tried to do, just to see how easy/hard this was gonna be: I expanded the green hallway to be very long/wide, and attempted to move the little light pillar (with the plasma rifle) from the dark cave area into the green hallway, to see if it would "automatically conform" to new surroundings, or if it would be glitchy as hell. ....it was glitchy as hell of course, showing lots of HOMs from the missing textures and incorrect sectors being specified for the outer linedefs, but I didn't care at all. I even remember thinking something along the lines of "You know what, it's glitchy, but I can work with this". And so I did! From 2001-2003, I made about 20-30 maps, all of 1994ish quality, and all lost down the memory hole.. But damn, I was finally mapping! I made a really shitty Circle of Death-inspired map, a camping grounds with trees everywhere, a dark and spooky town map, and airplane filled with SS Nazis and left-scrolling skies out both windows which makes 0 sense, among others. Even though they were sucky maps obviously made by a kid, I still really do wish I had 'em.. Anyway, to wrap up this long ramble - what can I say - mapping and modding for Doom just never lost its luster. I was doing it just earlier today, FFS. I would feel like I was simply irrationally obsessed with Doom to the point of wondering WTF is wrong with me, but since there are at least a few thousand other Doomers out there just as obsessed as I am (in our own ways of course), I have to conclude that there's just crack cocaine in the game's code or something. Doom has a "WTF" level of enjoyability and replay value... ..LOL, sorry for the rant. This is what happens when grandpa Doomkid gets to thinking about the good ole days (which actually sucked, lmfao!! As much as you newer Doomers may feel like you "missed the nostalgia train" or something when you hear us community oldies ranting and raving, trust me: modern-day Doom tools are 99999x easier to use, and the modern-day Doom community is 99999x easier to navigate!!) 27 Quote Share this post Link to post
xScavengerWolfx Posted April 16, 2022 13 minutes ago, Doomkid said: Played Wolf3D as a babe and Doom not much later. Already was in love with the general premise and gameplay, but one evening in the late 90s (probably 1998) my dad helped me to look for new Doom levels online, and we came across this webpage, which featured Doomed 2 Die. Pretty sure we were lead there from one of the PIR webpages. (These random "mental snapshots" of certain websites from back then still exist in my mind, and it was amazing seeing them again in 2016 when I went crazy looking for a bunch of old Doom sites...) Anyway, knowing that there were Doom levels out there to find - whole 30 map replacements, no less - my fate was pretty much already sealed. I wanted MORE DOOM. Now that I knew how, my 6 year old self loved searching for "doom wads", "doom levels" etc. in Yahoo!, which was the Google of the era. Through doing that, I ended up finding DoomCity.wad, Area51.wad, HellRun.wad (from this site), DropDead.wad (from this site), as well as Simpsons, South Park and Dragon Ball Z Doom from (this site). I had some other wads too, Hoover.wad and HotlHell.wad stick out in my mind, totaling to about 20 or so in my wad collection by the time the early 2000s rolled around. There were some other random Doom sites like this one where I didn't find much content, but I still remember the site clearly anyway for mentioning Beavis and Butthead Doom (which I didn't find until about 2 years ago thanks to Mad Butcher.. Only spent about 20 years wondering about that damn wad..!) I wish I could remember/find ALL of the sites I got Doom wads from back then, but the ones above are the only ones I could recall vividly enough to find on archive.org. As I was growing my wad collection in 1998/1999/2000, I was also "drawing up" my own Doom maps in MSpaint, attempting to mimic the automap that you see when you press tab. To show what enemies and items went where, I was using the GIFs of monsters found on this site and dotting them around the place where I wanted them (usually just their heads). In an odd way, this was halfway-decent preparation for "real mapping", though drawing lines and placing monsters, then just having to "imagine what it might look like if it was real" did get old eventually. I had also managed to find some Doom savegame editors which I would use to "modify Doom wads" (lol, I would just give the player extra ammo and start them somewhere else.. thrillsville!!) Finally, 2001 rolled around. For at least 2 years, I would search periodically for things like "doom online", "doom multiplayer" etc in Yahoo!. I'd sometimes find sites with kinda-sorta relevant information, but it was never anything my single-digit brain could properly comprehend or process, so it went nowhere. (I even tried downloading a handful of these ancient "mutliplayer Doom" clients and none of them ever worked. I vividly remember one of them had a Medikit as the icon, and I really got my hopes up, but it was another failboat). When I finally found Doom Connector (which was still only like, a few months old), I instantly met Grotug/Hellbent and his friend r who helped me get ZDoom and join my first ever multiplayer game, with the two of them. I SO vividly remember the map, because I was so excited to play with Doomers in another state for the first time..! It was what would become Map25 of GreenWar.wad, which wasn't even finished yet!.. It's amazing because in 2022, GreenWar is still one of the most played DM wads, and I still find myself fragging there from time to time.. Map25 in particular kind of feels like "hallowed grounds" to me... The first non-local Doom match I had ever had, man - and after a couple years of searching no less! (It was probably for the best, any younger and I would have been saying stuff so blatantly childish that it would have gotten me banned for being too young.. I was already lying about my age whenever people asked as it was). Less than a month later, through Doom Connector, I met Tom Kachel (who would go on to become the author of Doom: Rampage Edition) and he showed me some of his early maps and "fake" automap Doom levels similar to the ones I was making, and we clicked well and would chat somewhat frequently. He sent me WadAuthor, which was my first true Doom modding tool.. From there, the rest was history... I instantly opened up a copy of Doom2.wad (not knowing how to make new "from scratch" levels) and began moving things around on Entryway. I even remember exactly what I tried to do, just to see how easy/hard this was gonna be: I expanded the green hallway to be very long/wide, and attempted to move the little light pillar (with the plasma rifle) from the dark cave area into the green hallway, to see if it would "automatically conform" to new surroundings, or if it would be glitchy as hell. ....it was glitchy as hell of course, showing lots of HOMs from the mixxing textures and incorrect sectors being specified for the outer linedefs, but I didn't care at all. I even remember thinking something along the lines of "You know what, it's glitchy, but I can work with this". And so I did! From 2001-2003, I made about 20-30 maps, all of 1994ish quality, and all lost down the memory hole.. But damn, I was finally mapping! I made a really shitty Circle of Death-inspired map, a camping grounds with trees everywhere, a dark and spooky town map, and airplane filled with SS Nazis and left-scolling skies out both windows which makes 0 sense, among others. Even though they were sucky maps obviously made by a kid, I still really do wish I had 'em.. Anyway, to wrap up this long ramble - what can I say - mapping and modding for Doom just never lost its luster. I was doing it just earlier today, FFS.. I would feel like I was simply irrationally obsessed with Doom to the point of wondering WTF is wrong with me, but since there are at least a few thousand other Doomers out there just as obsessed as I am (in our own ways of course), I have to conclude that there's just crack cocaine in the game's code or something. Doom has a "WTF" level of enjoyability and replay value... ..LOL, sorry for the rant. This is what happens when grandpa Doomkid gets to thinking about the good ole days (which actually sucked, lmfao!! As much as you newer Doomers may feel like you "missed the nostalgia train" or something when you hear us community oldies ranting and raving, trust me: modern-day Doom tools are 99999x easier to use, and the modern-day Doom community is 99999x easier to navigate!!) Oh man talk about a wall of texts am i right lol. Anyways i do agree and yes the map editors are way way easier then back in the day (i've never made maps back in the day for doom because i was way to young and i didn't even know what doom was until the remake in 2016). What i mean by map editors was i seen your video about what it was like mapping in the old days and i've got started playing wads from 1994 (thanks to the community archives here in doom world, sorry if i can't remember there name) and it makes me laugh because the mapping was so far beyond what and everyone else has done over the 28 years of doom. I love going through old stuff and seeing how things were done before everything changed. By the way if Mtpain27 aka the dean of doom saw this, i think he would give it a A+...but that's just me. 2 Quote Share this post Link to post
HavoX Posted April 16, 2022 I blame Charles A. Lai and Cory Whittle. 3 Quote Share this post Link to post
Lippeth Posted April 16, 2022 4 hours ago, xScavengerWolfx said: Yes i read the comments and i do react to them to let you all know i've read them. God i love this community Invisibility confirmed. I do seem to leave a short lasting impression on things! (jk no shade intended) (Going to attempt to tell my own personal MIDI story now despite my clunky writing "style") I've always been into music and had played multiple instruments in many bands almost my whole life (though with no formal music training), and only a few years before getting into midi I started getting my hands on different DAWs like Ableton and Logic Pro, mainly just to record other bands and my own songs. I spent a lot of time recording guitars to just a click track and wanted a better way to illustrate ideas without recording a full drum kit and chopping that up so I bought Superior Drummer 2.0 (which was brand new at the time) and learned how to program drums for songs I was writing. A few years later after being completely enamored with the music in wads like BTSX, I decided, "hey, this might not be that different from programming drums and synth sequences" so I went to town in Logic Pro 9 making my own interpretation of At Doom's Gate because I'm just so "creative" and "original", and after exporting the file I noticed that it was nothing but a cacophony of pianos, and none of the automation translated, leaving me very confused. After quite a few arguments on the Logic Pro forums and watching several hard to find Youtube tutorials I finally almost had something that resembled a Doom midi. And as my luck would have it, Jimmy was hosting an open MIDI replacement pack for Plutonia, so I submitted that song (which ended up being called Massacre Machine) as well as a few others, and would never go on to complete another MIDI despite many attempts, until feeling a bit of angst from recording the endless sea of generic KPop writers one day at work, scrolling through DW and randomly seeing that whirldtsar had an opening for a Hexen hub episode called Realms of Cronos. I don't know what made me feel so confident because I hadn't written a MIDI track in years, but I committed anyway. It turns out I don't like making MIDI just because, and never finish anything I start, but if there's a specific project with deadlines that I can commit myself to it's about the most fun I could have. I think I like the group effort, camaraderie and being involved more than the creation itself. And even though I like composing well enough, perhaps my favorite aspect of MIDI projects is discovering and troubleshooting technical issues for others, and hearing their songs come to life the way they originally intended. Nothing makes me happier than getting a technically marred MIDI and making it work despite all odds. I've had a combative relationship with MIDI from day one, so the more problems I can overcome, the more satisfying it is as a whole. 8 Quote Share this post Link to post
xScavengerWolfx Posted April 17, 2022 15 minutes ago, Lippeth said: I've had a combative relationship with MIDI from day one, so the more problems I can overcome, the more satisfying it is as a whole. This line right here is what hit me the most, this is the attuited i have for making maps. Like a famous person once said (give or take). "There is no such thing as too much effort, we strive to do our best and overcome things that may seem difficult to face. Got to keep pushing and got to keep overcoming the odds". Now i don't know who said that quote but i heard it back in high school and i kept it with me ever scenes. 4 Quote Share this post Link to post
Cacodemon187 Posted April 17, 2022 Well, it was around 2013 I think, I was 8 and hangin' out with my dad. I don't remember how, but he asks me: "Do you know Doom?" and welp, the rest is history. The first time I played Doom was on a random website we found, we just googled "play doom" and that came up. It was the shareware episode with no music, just the sound effects. I vividly remember the item pickup sound, I loved it back then! I also remember my dad telling me to never choose the Ultra-Violence difficulty. To me it was like this mystic secret setting that I was not worthy to unveil, but as the obedient little boy I was, I obliged. And yes, I also noticed the suspicious black spot on the Imp's sprite :) Anyways, a couple weeks later my dad got Doom 95 and a Doom 2 copy in the PC. I could play the rest of the game, with music this time! Some more weeks later, a friend of my mom gave me Skulltag in a pendrive, along with some 90's wads I can't find at all now. The only one I've found is Coloseum, the rest were named COLO1.wad, COLO2.wad, all the way to COLO6.wad. One of the COLO wads had an Enter Sandman midi, and my dad suggested that Romero himself had stolen music from Metallica, not understanding what custom content was. To be fair, I didn't know what it was either lol Some time later, I was looking up Doom videos on YouTube, and came across this video which introduced me into Minecraft, but that's a whole other story. Some more browsing later, and I found Doom Builder 2!! 8 year old me was absolutely thrilled at the idea that "I can create my own DOOM MAPS?!?!" I instantly looked up DB2, installed it and got mappin'. My very first attempt was a map named "DEATH", as in, the mapslot itself was 'DEATH' I thought the Level name configuration was the actual name of the map lol Here's a recreation of what it looked like. I didn't know how to change the grid size, my doors had W1 actions, I thought the sky textures were the actual sky in the map, and I was very scared of using the gore decorations. Anyways, after creating classics such as "pan de demonio.wad" (I thought pandemonium meant demon bread in spanish), I decided to look into the Iwad maps to see how it all worked. I remember using the 'copy action specials' tool to have doors and lifts in my maps, and saving edited iwads so I could have more than one map in my wads. Eventually, I started looking up mapping tutorials, all in Hexen format of course. I copied the rooms they made line by line as practice, and learned about Hexen's cool lighting specials. After that, I started trying to finish real maps that I could show to my dad on sundays. I named these wads "i love you dad.wad" and other sweet names <3 I would play them with him next to me, he had motion sickness so he couldn't really play them on his own. These maps were very linear, they had 3d floors, scripted color lighting (ew), deep water effects, the whole nine yards. After a couple months, I started a project named "ocean of mistery.wad". It was going to be a full Doom 1 megawad, four episodes of pure carnage, explosions, oceans, and yes, mystery. Surprisingly, I made it up to E4M3 before I gave up, and as far as I remember, these maps weren't all that bad. The first level had you take a boat to a fort in the middle of the sea, then to a techbase, then to a volcano and finally a cyberdemon duel. The second episode was set in snow based on the intermission screen, the third one was in hell, and you can guess how the fourth one went. Now, it was 2018. The government gave my school free laptops for all the students, which was convenient cuz my old laptop was like 7 years old now. I was transfering my stuff from my old laptop to my new one, and I came across my ancient Doom directory. I wasn't too into mapping anymore, so I just straight up DELETED EVERYTHING that I had made. No hesitation, just pressed Del on my keyboard and done. To this day, it's the biggest regret of my life. So many maps, so many memories gone. The only wad that survived was one from 2017 that I had on my pendrive for some reason, and I plan on releasing it along with other unfinished maps of mine soon. So... That's it. I've known Doom for more than half of my life now, and It's inspiring how passionate the community is and was even in it's early days. Hopefully you enjoyed my long story with this game :) 2 Quote Share this post Link to post
Borpo The Wizard Posted April 17, 2022 (edited) I played Doom 1 and 2 to death with mods and shit. After a while I just kinda wanted to make my own using this cool map maker thing my dad talked about (Doombuilder). They were horrible, but I wouldn't get where I am now without it. Edited April 17, 2022 by Borpo The Wizard 2 Quote Share this post Link to post
DannyMan Posted April 17, 2022 Originally, I was inspired to make new maps for HacX 2.0, but since most of them lack quality, I decided to give up on it and start making wads for whatever iwad. 1 Quote Share this post Link to post
Rymante Posted April 17, 2022 I recall being recommended decino's video right around when he was starting his playthrough of Eviternity. At this time I was completely unaware of most custom maps so seeing something at that level quality left me rather awestruck, a feeling which continued with decino's playthrough of Valiant. Then, in early 2020, I was bored waiting for Doom Eternal to release & got to wondering "How do people make maps for classic Doom anyways?" & to my surprise, I found tools that were easy to use & very well developed. I started with the ancient Doom Builder 2 before realising Ultimate Doom Builder existed & switched over, figured out I needed to use Slade to finalize a wad (or pk3) & discovered Doomkid's youtube when I was looking up how to change map names on the intermission screen & the automap. Since then, I've released my first (& only) solo project on idgames & have contributed single maps to a few community projects & have basically come to the following realization. Making a functional Doom map, not too difficult. Making a GOOD Doom map, very difficult, but extremely rewarding if you can pull it off. 1 Quote Share this post Link to post
Kinsie Posted April 17, 2022 On 4/15/2022 at 3:34 PM, xScavengerWolfx said: Like the title said, what inspired you do become a mapper, mod maker or making midis. Mostly all the money and power commonly associated with the role. 11 Quote Share this post Link to post
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