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[Limit removing] My very first Doom map, released one year later


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Creativity burnout is a thing. Best way to combat that is usually taking a few weeks rest and doing some other hobby or something else entirely. Muses are in very wierd places or activities sometimes. 

 

Don't feel bad about burnouts, recognize then and take some me time to unwind. It's a hobby after all

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1 minute ago, IcarusOfDaggers said:

Creativity burnout is a thing. Best way to combat that is usually taking a few weeks rest and doing some other hobby or something else entirely. Muses are in very wierd places or activities sometimes. 

 

Don't feel bad about burnouts, recognize then and take some me time to unwind. It's a hobby after all

I only feel bad about it because I want to create. I got like a billion ideas but don't have the energy to realize them. The lesson I learned in the past year is that time to time I have to stop and not even think about Doom. Spending 30+ hours every weekend on mapping, and all waking moments with planning.. that just doesn't work. Took me a year to realise. I burned out, felt like shit, recharged a bit, and immediately spent all the energy on mapping again. Rinse and repeat. Again and again. And I was wondering why do I feel so tired all the time, hahaha.. didn't even occur to me it could be the insane pace I'm at. Now I know.

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17 hours ago, Sneezy McGlassFace said:

I only feel bad about it because I want to create. I got like a billion ideas but don't have the energy to realize them. The lesson I learned in the past year is that time to time I have to stop and not even think about Doom. Spending 30+ hours every weekend on mapping, and all waking moments with planning.. that just doesn't work. Took me a year to realise. I burned out, felt like shit, recharged a bit, and immediately spent all the energy on mapping again. Rinse and repeat. Again and again. And I was wondering why do I feel so tired all the time, hahaha.. didn't even occur to me it could be the insane pace I'm at. Now I know.

This is a common problem for myself as well lol. My way of dealing with it is to expand my skill sets, like sprite drawing, texture creation, code writing, 3d sculpting, etc. Learning other talents along the way and rotating them when one becomes tiresome is a good way to avoid burnout while also staying productive and keeping your mind busy, at least from my experience.

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2 hours ago, StalkerBlade said:

This is a common problem for myself as well lol. My way of dealing with it is to expand my skill sets, like sprite drawing, texture creation, code writing, 3d sculpting, etc. Learning other talents along the way and rotating them when one becomes tiresome is a good way to avoid burnout while also staying productive and keeping your mind busy, at least from my experience.

Yeah, I'm trying to take the same approach. Try to make some tiny games. Making code, graphics, sounds and music.. If I burn out on one thing, I can focus on something else entirely. And if the game is sufficiently small, there shouldn't be enough time/space to burn out proper. We'll see how that goes, haha. You sound like it's working out for you, which is great.

glhf

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I had fun with this map! On the topic of mapping and burnout, I would try not to beat yourself up over it too much. I think it's good to hold yourself to a standard of excellence or productivity, but at the same time as many others have stated, evoking the muse is a very fickle process and sometimes you just don't have ideas. I know personally speaking, I can spend weeks tinkering on maps only to just completely burn out on the process and I know first hand it can be easy to be harsh on yourself. But I try to remember it's my hobby and it shouldn't be causing me stress - if it's not happening right now, then it's not happening, and if I do have a burst of creativity, I have an awesome canvas waiting for me.

 

Here's a video of my playthrough:

 

 

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Pretty cool map, I enjoyed it! Played it on HMP, died once, otherwise it went pretty smoothly. I found two secrets. Some of the close quarter fights with the Revs were challenging! But ammo and health/armor were plenty, perhaps even a bit too generous? But overall, it's a solid Doom map.

 

A couple points of criticism:

  • Too much blinking/flickering lights in the red skull key room, and some flickering too in the following brown maze: a bit heavy on the eye.
  • Around the end, it is too easy to just ignore the monsters and rush into the teleport that takes you back to the red door. It also means that you have to retrace your steps a long way back if you want to max out the kills.
22 hours ago, Sneezy McGlassFace said:

It took me long, long weeks to make, I poured my soul into it. I remember being blown away by the possibilities, and I think the result is okay. Definitely focused on looks, it felt like painting more than anything else. Painting a cool place that you can occupy and shoot demons in.

It's also my first release in months because I've been super burned out from the endless attempts to make something. But that's a story for another post.

 

Thanks for sharing your work with us!

 

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23 minutes ago, LVENdead said:

I had fun with this map! On the topic of mapping and burnout, I would try not to beat yourself up over it too much. I think it's good to hold yourself to a standard of excellence or productivity, but at the same time as many others have stated, evoking the muse is a very fickle process and sometimes you just don't have ideas. I know personally speaking, I can spend weeks tinkering on maps only to just completely burn out on the process and I know first hand it can be easy to be harsh on yourself. But I try to remember it's my hobby and it shouldn't be causing me stress - if it's not happening right now, then it's not happening, and if I do have a burst of creativity, I have an awesome canvas waiting for me. 

Hey, thanks for the vid, nicely commented.

One thing I really should've made clear is that I have like 20 maps released this year under the name "Hrnek_Bezucha". People struggled with the name, so I switched to Sneezy McGlassface and now I gotta wait till June to switch it back to Hrnek again. Probably just Hrnek to simplify. So you can totally find more maps I made using that name, both vanilla and hexen format with scripting. People liked Dark Tower of Abyss in particular, and I've got maps in some CPs like v64, 128 lines 64 things, RAMP 2, Jamal Jones, and Baron Door(s). There's some clever way to dig filter all releases by one user on the forum but I don't know how.

Lately I have hard time just doing the basic living stuff but I managed to get this little post up for the anniversary. So that's good. Thanks for the kind words :)

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