ptoing Posted June 6, 2016 I doubt anyone will remember, but I posted some pictures of a map I started ages ago. It started as a Vanilla map, then became limit removing, then Boom, then Eternity, aka shit got out of hand, with me making new textures and detailing way too early, etc. So to actually get anything done I decided to attempt to make a Vanilla map, no extra textures (for now, maybe when the map is done add some variants on stock stuff), and maybe get a full episode for Doom 1 going. Here is what I got so far, which is a bit more detailed than it needs to be, but that is because I want to get the general feel down first, then go into blocking out gameplay relevant stuff. Wish me luck! 0 Share this post Link to post
Da Werecat Posted June 6, 2016 ptoing said:It started as a Vanilla map, then became limit removing, then Boom, then Eternity, aka shit got out of hand, with me making new textures and detailing way too early, etc. This is pretty much what's happening with my mapset right now. I'm somewhere between Boom and Eternity stages atm. ptoing said:So to actually get anything done I decided to attempt to make a Vanilla map, no extra textures (for now, maybe when the map is done add some variants on stock stuff), and maybe get a full episode for Doom 1 going. And that's roughly what I wanted to do in the beginning. Pretty neat porch, by the way. 0 Share this post Link to post
Mechadon Posted June 6, 2016 Hey good luck with your project ptoing! I've gone through that same feature escalation hell before, and it can be kind of demotivating. I remember some of your previous stuff from years ago though, and I thought it looked very good. So I'm looking forward to your new stuff :) 0 Share this post Link to post
ptoing Posted June 6, 2016 Thanks guys. Mechadon: Being an artist, making stuff look good is not what I worry about :P 0 Share this post Link to post
kuchitsu Posted June 6, 2016 That ceiling looks very original ptoing, good job creating something unique. 0 Share this post Link to post
ptoing Posted June 7, 2016 Thanks, kuchitsu. Did some more stuff, but also came to an impasse, kinda. The question is do I stay vanilla and limit myself in terms of some neat detail. Or do I just go limit removing without any special features from Boom, pure limit removing, and safe myself optimisation headaches. I like the older iteration of the toothy bits better, where it was not just 1 on each side, but 3. So yeah. I will have to sleep on this. 0 Share this post Link to post
Mechadon Posted June 7, 2016 ptoing said:Mechadon: Being an artist, making stuff look good is not what I worry about :P That's a good thing, heh :). Incidentally, I can't remember now if I played your old maps, or if I just saw screenshots of them. Did you ever release anything? What I recall was either playing or seeing a map with that cool METAL statusbar that you made. I'm sure someone else will have some advice for you concerning staying with vanilla or just foregoing those limits. I do think that if you want to escalate, staying with vanilla but bypassing those static map structure limits is probably your best bet. That's if you don't think you'll have a good time wrestling with those limits though. You may enjoy that challenge, and I know from personal experience that working within those limits can make you come up with some fun ideas that you might not have originally. And working within those limits is much more friendly these days with things like Chocorenderlimits and visplane explorer. Personally I have a love/hate relationship with vanilla mapping, but I think its just because of how I map :P 0 Share this post Link to post
Fonze Posted June 7, 2016 Those are some very awesome shots ptoing! I love both the lighting and the architecture. I also note that it's cool what you can do with so few textures used. I just got done working on this thing that affects nothing (ignore the non-detailed background): 0 Share this post Link to post
wheresthebeef Posted June 7, 2016 Messing with custom textures and a theme based around a sci fi sports show, something like Running Man. The buildings are actually facades, with some 'behind the scenes' areas. Still playing with the concept, so there's not much shading or any finer detailing just yet. 0 Share this post Link to post
an_mutt Posted June 8, 2016 Screwing around with the latest Mayhem resource 0 Share this post Link to post
kuchitsu Posted June 8, 2016 Very nice wheresthebeef, but I feel like the ceiling texture doesn't really fit for some reason... 0 Share this post Link to post
ptoing Posted June 8, 2016 Mechadon: Don't think you played my map. I think I might have given it to essel, but that's it. But yeah, it had a METAL2 theme going on. I still might finish that map at some point, once I have some more routine. Fonze: Thanks a lot. Some hax mid texture action you got going on in those shots :D That sky gives a really nice contrast. an_mutt: Really liking the atmosphere in that shot. Nice use of the vines, too. So it is decided, limrem it is. The starting area is more or less done as far as geo goes. And I got a good feel of the mood and style I want for this map. So next will be blocking out the rest of the level without any detailing. Which means that these will be the last few shots for a while probably. 0 Share this post Link to post
Dragonfly Posted June 8, 2016 ptoing said:So next will be blocking out the rest of the level without any detailing. Which means that these will be the last few shots for a while probably. Looking good! Can I ask that you post semi-regular editor screenshots? I don't map with the layout-first approach at all and would be very interested in seeing a map come together using that method. :) 0 Share this post Link to post
ptoing Posted June 8, 2016 Thanks. Here is where I am at right now. I will try to post some map shots here and there. 0 Share this post Link to post
Fonze Posted June 8, 2016 Thanks ptoing :) I agree with Dragonfly, I'd like to see some shots of doing the layout then detailing later in action, as that's not the way that I map, though I find myself doing just that on my current map, which is certainly taking me out of my comfort zone. I used to have shots of Xaser tuning up a Joe map, but those have been long since lost. 0 Share this post Link to post
scifista42 Posted June 8, 2016 ptoing said:https://dl.dropboxusercontent.com/u/15588722/post/doom/newmapd2.png Nice little trick. The style is very simplistic, but still, well, stylish. 0 Share this post Link to post
Dutch Doomer Posted June 8, 2016 Something I STARted on this week, I'm so out of shape after not making doom maps for 2 years at least. 0 Share this post Link to post
Dragonfly Posted June 8, 2016 Nice screenshots all! Here's my current work for the MAYHEM project, as seen from above in the editor. South / southeastern sides not finished. 0 Share this post Link to post
dobu gabu maru Posted June 8, 2016 Dutch Doomer said:Something I STARted on this week, I'm so out of shape after not making doom maps for 2 years at least. Yeahhh! I've liked all the maps I've played of yours, so seeing you mapping again is a delight. 0 Share this post Link to post
DMPhobos Posted June 9, 2016 More screens from Darkmoon This map it's taking me too long! hopefuly i will be able to finish it this month 0 Share this post Link to post
baja blast rd. Posted June 9, 2016 Quite amusing that a map's optimal UV-max strategy can be "point blank BFG spam cybers and hope they choose not to kill you". 0 Share this post Link to post
baja blast rd. Posted June 9, 2016 Elite cyber placement. From 1.wad. About half of the 1:52 is spent shooting it with the single shotgun. 0 Share this post Link to post
kuchitsu Posted June 9, 2016 rdwpa said:http://i.imgur.com/lknpKJD.gif y u no straferun at the end? This made me uncomfortable. 0 Share this post Link to post
Dutch Doomer Posted June 9, 2016 dobu gabu maru said:Yeahhh! I've liked all the maps I've played of yours, so seeing you mapping again is a delight. Thanks, I'm gonna try to be more active again. So much stuff to work on, also want to update/rework some of my old maps. Too many unfinished maps lying around. Need to stop making new maps without finishing the old ones. Is that a habit thats common with other mappers here too? My brain is chaos, too many ideas at once, cannot keep up. 0 Share this post Link to post
Dragonfly Posted June 9, 2016 Dutch Doomer said:Thanks, I'm gonna try to be more active again. So much stuff to work on, also want to update/rework some of my old maps. Too many unfinished maps lying around. Need to stop making new maps without finishing the old ones. Is that a habit thats common with other mappers here too? My brain is chaos, too many ideas at once, cannot keep up. This was very much a problem for me. I've learned to break from that habit though - I've probably got two or so maps that remain unfinished that aren't actively being worked on, but they're 'exceptions' to the rule. The main way I combat the map-hoppinng habit is to work on community projects with deadlines, or work with a group of active people who're constantly sending their screenshots to me - I almost feel the need to 'compete' with them without it actually being a competition. For the 'too many ideas' issue, this was actually a great help for me when I made Skulldash. I used to use Trello to list map ideas, current maps that are unfinished, and bugs I am aware of. I was essentially project managing my doom mapping. Doing this meant I could log ideas without feeling the need to go ahead and start mapping immediately. It also allowed me to keep track of bugs I discovered along the way. 0 Share this post Link to post
Dutch Doomer Posted June 9, 2016 Well I had a nice idea of fixing the problem with having too many unfinished maps lying around, the idea was to delete them, which I have done on numerous occacions in the past, not really a nice idea but yeah. I don't function in a team either. The problem I have and what other might have too is that I can't focus on one thing, like one specific map. It has always been like that not just with making Doom maps, but with every day stuff too. Interest changes, or new ideas come up that I need to work on asap otherwise I risk forgetting it, like someone tells me that I should do this first because appareantly its more important. Like I said a chaotic mind contols my every day life. 0 Share this post Link to post
Dragonfly Posted June 9, 2016 Please don't delete them! At the very least share the unfinished maps so others may finish / re-purpose them with your permission and credit you accordingly! 0 Share this post Link to post
baja blast rd. Posted June 9, 2016 kuchitsu said:y u no straferun at the end? This made me uncomfortable. Pretty easy to linedef skip the exit entirely, yet another amusing quirk. 0 Share this post Link to post
scifista42 Posted June 9, 2016 Then straferun only until reaching the point where you leap off the cliff to the exit. I mean on the ground, on the stairs, and on the platform before the last moment when you leap to the exit. 0 Share this post Link to post
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