st.alfonzo
Broadcaster
Posts: 663
Registered: 01-10 |
Boundless enthusiasm!
For those who are preparing to prop up their submissions here in the thread, I will continually be scouring the lot so that they find their way to the OP as well. Until a home page is up and running with a list of submissions, I will aim to store them all comfortably in the next best place. It would be wonderful if you could also state as you first upload your map (as well as when any updates are made) whether or not you have implemented skill settings or DM.
1ntru said:
Please, and like, very please. Put the best effort on MAP29. That is one of my favorite maps ever, and I would love to see it revamped. That's my personal request.
Sorry if I failed to outline the project's aims properly, 1ntru, but there won't be any revamping or homage paying in this project! The project aims not the recreate the maps of Doom II, but rather the techniques and styles of the designers who made those maps such that the end product could fool the unknowing player into think that it was created by Petersen, Romero or McGee. Of course, this means that while you won't see The Living End in any form, you will recognise (hopefully) much of what is contained in that map architecturally, in terms of layout etc. in many of the other maps for the project.
Avoozl said:
I wish I could attribute to this but I don't think I have gone far in my mapping skills ever since I started a month or less ago, even learning the guidelines for the project when they are available won't be enough either
I think the best way to approach this project is as a mapping process rather than a show of quality to see who can conform to the goal best of all or who can clinch the key slots. For someone who has had little experience in mapping in particular, I think that this project could prove to be the most valuable learning curve on offer; especially if it's classic style maps you're most interested in creating. Not only that, but it flexes the power of imagination, innovation and resourcefulness, tools which will come in handy for just about every project you attempt in future, Doom or otherwise. My sole contribution for the last project was also my first release, and I like to think I got off to a good start.
Give it a go!
Also, I should stress that there really aren't any guidelines as such except for those fussy limitations; just an exploration of style with the extent of that exploration set completely at the discretion of the mapper.
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