EraserheadBaby Posted August 25, 2023 Hi Everybody, Thanks for checking the post. I'm fairly new to the DOOM community. I love making maps, but I'm having trouble with getting feedback on my maps. I'm not a stellar mapper, but they're not just boxes with zombies in them. I was wondering if I'm posting in the wrong part message boards (is this post in the wrong place) or if there's something else I'm doing that causes me to go under the radar (other than needing to "git gud"). Is there a proper protocol to follow to get testers? I've messaged a few people, but that seems intrusive. I also don't want to keep bugging the same 3 people all the time. I've looked around on the message boards to see if there's a noob board to post too but haven't found one. This is also the first online community/message board I've engaged with, so I'm learning about that too. I don't do social media or anything. I basically live under a rock. maybe that's the problem. Thanks for your time Shameless Plug This is the best map I've made so far if you're interested. Sorry about the plug, since this isn't the wad forum, but considering the nature of the post, I figured I might as well. Ultimate Doom Builder GZ DOOM Linear key hunt Mouse look recommended Dynamic lighting required https://www.dropbox.com/s/wbq8pmsv1plxw5k/Infested Power Plant 1.7.wad?dl=0 0 Quote Share this post Link to post
plums Posted August 25, 2023 The main problem is that there is just so much content for Doom, and such a continuous influx of it, that it's often hard to get attention for any particular map. I don't think you've done anything wrong at all, other than maybe set your expectations a bit high. For a while in the past, non-GZDoom projects tended to get a bit more attention mainly because they were more accessible to people who wanted to play with a different port, but I don't think that makes a huge difference these days. Certainly not enough to change how you want to map. Being an active community member can help to an extent; people are more likely to check things out from someone they know, or at least know of. But again, this is not a guarantee. 2 Quote Share this post Link to post
EraserheadBaby Posted August 25, 2023 1 hour ago, Decay said: Beg and pray, basically. LOL. Since Doomguy is always killing demons from hell, that kind of makes him a Christian soldier. Guess I'll start with prayer. 0 Quote Share this post Link to post
EraserheadBaby Posted August 25, 2023 55 minutes ago, plums said: Being an active community member can help to an extent; people are more likely to check things out from someone they know, or at least know of. But again, this is not a guarantee. That makes sense. I should be more active testing other people's maps. Not doing that enough. If I want help, then I should help others more. Perhaps a bit of tit for tat. 1 Quote Share this post Link to post
EraserheadBaby Posted August 25, 2023 1 hour ago, Horus said: Thank you. I'll definitely check this out. In fact, I'm doing it right now. 0 Quote Share this post Link to post
magicsofa Posted August 25, 2023 2 hours ago, EraserheadBaby said: I was wondering if I'm posting in the wrong part message boards (is this post in the wrong place) Yes, this should be in WAD Releases & Development Just by posting in there you will usually get at least a couple plays. But, if you want more serious critique then I recommend joining a community project. It isn't too hard to find one that has very open-ended requirements (often just "make a doom2 map") and you will get more attention spent on reviewing your map and giving you recommendations to improve it in a series of drafts. Plus, you might see more people playing your map down the line just because it is part of the bigger project (once, I stumbled on a video of someone speedrunning my maps in a very old project (Heretic Treasure Chest), never expected to see that 9 years later). Singular maps, unless they have some sort of major theme or gimmick, will usually get lost in the sauce very quickly. 4 Quote Share this post Link to post
EraserheadBaby Posted August 25, 2023 Just now, magicsofa said: But, if you want more serious critique then I recommend joining a community project. It isn't too hard to find one that has very open-ended requirements (often just "make a doom2 map") and you will get more attention spent on reviewing your map and giving you recommendations to improve it in a series of drafts. That's a really good idea. Thanks. 1 Quote Share this post Link to post
Tangra Posted August 26, 2023 You should probably consider switching formats to something other than UDMF/GZDoom and their relatives. UDMF just doesn't get a lot of attention, unless it's some real virtuoso magnum-opus, with crazy features not typically seen in Boom and Vanilla, like MyHouse, Lost Civilization 2 and so on... But if you just want to make something close to the Doom core, then there is no point to map in UDMF and thus restrict your maps from reaching the PrBoom+ and DSDA auidence. I'm speaking of personal experience because I started in UDMF, thinking, i'll be fine, GZDoom is still the most popular port, right? Or so i thought... Now i'm only still going in it, because i want to finish the episode that i started, but i'm already adapting to the other formats by working on smaller side projects. If you want a lot of features and no restrictions, Boom will be your best bet. As for going around and asking people in PM's to test your stuff, i agree with you... i don't like doing it either, i feel like i'm not respecting their time by making requests, even to people who listed themselves as active playtesters in Austinado's thread. I really like the advice of joining CPs, it will connect you with other mappers, and you can help each other with testing. 1 Quote Share this post Link to post
Sneezy McGlassFace Posted August 26, 2023 Try not to take the seeming lack of interest personally. A lot of it comes down to how established your name is in the community. As you release more maps, people get used to seeing you, and knowing your style, and audience will grow. Just takes time, that's all. Check with some people in the post Horus linked, and keep making things. Maybe join a discord or two, make connections. I think it's true that people seem to favour more vanilla experiences. However, if the gzdoom UDMF with all sorts of special features is what you want to make, telling you to sacrifice your creative choices for broad appeal really rubs me the wrong way. Make the maps you'd like to play, learn to make improvements, and don't give up. 2 Quote Share this post Link to post
EraserheadBaby Posted August 26, 2023 3 hours ago, Tangra666 said: I really like the advice of joining CPs, it will connect you with other mappers, and you can help each other with testing. 9 minutes ago, Sneezy McGlassFace said: Maybe join a discord or two, make connections. Yeah, I should do that. It would probably help with more than just DOOM. 3 Quote Share this post Link to post
dsda-dev Posted August 31, 2023 On 8/26/2023 at 11:17 AM, Tangra666 said: ...there is no point to map in UDMF and thus restrict your maps from reaching the PrBoom+ and DSDA audience. dsda-doom has beta support for udmf as of 0.26, which will leave beta in 0.27. Depending on what features you're using, your current project may even be adaptable (if you're interested in that). See here: https://github.com/kraflab/dsda-doom/blob/master/docs/udmf.md 4 Quote Share this post Link to post
Powerlord Posted August 31, 2023 Doom discords have been a wealth of playtesters for me personally. Places like jimmy paddock's hangar and the davidxnewton discord usually have at least one person that'll give your map a run through. Other than that, as said above, don't take it personally. There are a lot, lot of new mappers for doom at any given time, which is a truly wonderful thing, but it does have the unfortunate side effect of making you feel like you can't stick the landing anywhere. Just keep trying, and remember it's always important to make maps for yourself as much as others. 2 Quote Share this post Link to post
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