deathz0r Posted November 3, 2002 for me, i'd say 6 or 7. detailed self-review: creativity/originality: 10 - I think of the most craziest stuff ever. Even Hyena says I'm crazy. And now that I'm learning ZDoom stuff again... mwahahahaha! detailing: 4 - I suck, unless I really put dedication into it. However, I'm prone to using doom2.exe tricks. gameplay: 9 - Believe it or not, I have a really good sense of item and monster placement. I don't usually put in much health, though. 0 Share this post Link to post
Kid Airbag Posted November 3, 2002 boris said:When you all are so good at editing and designing, why don't we see a dozen 1337 maps in /newstuff each week? Just cause we're so amazing it doesn't mean we aren't lazy basrads :P Fine, I'll give myself a -5 for getting wads done. 0 Share this post Link to post
deathz0r Posted November 3, 2002 Ultimate DooMer said:12 for innovative ideas/conceptselaborate on your definition of "innovative ideas/concepts". 0 Share this post Link to post
deathz0r Posted November 3, 2002 Archvile64 said:Fine, I'll give myself a -5 for getting wads done. work on udm2 you lazy basrad while i'm on subject, why are you never on AIM? 0 Share this post Link to post
The Ultimate DooMer Posted November 3, 2002 deathz0r said:elaborate on your definition of "innovative ideas/concepts". New level designs/themes that had never been done before (eg. remote island, a ship at sea, barren desert, a map with no walls), clever new features that are really cool (eg. blackout, flooding mine, elemental tests, timed sections) and concepts like setting all the levels in a world (together with a storyline), so you feel like you're actually going places while playing it. /me now sits back and awaits the inevitable flamewar... 0 Share this post Link to post
DOOM Anomaly Posted November 3, 2002 Ultimate DooMer said:(eg. remote island, a ship at sea, barren desert, a map with no walls) Well to tell the truth, I was going to, but now u just ruined the whole thing :P 0 Share this post Link to post
The Ultimate DooMer Posted November 3, 2002 DOOM Anomaly said:Well to tell the truth, I was going to, but now u just ruined the whole thing :P blame deathy, he asked the question.... But you can still do a map like that. Just because I made a map like that a year ago (Fragport map 31) doesn't mean you can't make one as well. (as long as it's different from mine) 0 Share this post Link to post
Kid Airbag Posted November 3, 2002 deathz0r said:work on udm2 you lazy basradNo. Actually, I'm working on Freedoom. Really. I've got a level done already, and I'm on a good roll with another one. while i'm on subject, why are you never on AIM? Have you tried adding Hyzdu the Dragon to your buddy list? 0 Share this post Link to post
deathz0r Posted November 4, 2002 Ultimate DooMer said:a map with no wallsthat's easy to do, plus it's not original. 0 Share this post Link to post
deathz0r Posted November 4, 2002 Archvile64 said:Have you tried adding Hyzdu the Dragon to your buddy list? did just then. 0 Share this post Link to post
The Ultimate DooMer Posted November 4, 2002 deathz0r said:that's easy to do, plus it's not original. Of course it's easy to do, (especially with custom graphics) but why was it not original? (in other words, who got there first?) 0 Share this post Link to post
DooMer 4ever Posted November 4, 2002 Hmm, maybe 8 for architecture 7 for detail 6 for gameplay 0 Share this post Link to post
Mordeth Posted November 4, 2002 DooMBoy said: I would rate myself at about a 7. I take it you finally got doors working properly? :) 0 Share this post Link to post
boris Posted November 4, 2002 Mordeth said:I take it you finally got doors working properly? :) Ouch. That had to hurt :) 0 Share this post Link to post
Torn Posted November 4, 2002 boris said:When you all are so good at editing and designing, why don't we see a dozen 1337 maps in /newstuff each week? Because we are slow... :P 0 Share this post Link to post
DooMBoy Posted November 4, 2002 boris said:When you all are so good at editing and designing, why don't we see a dozen 1337 maps in /newstuff each week? I sent my version of E1M8 to the /newstuff, but it didn't show up. Right now, I'm hip deep in my rendition of E1M7 :) 0 Share this post Link to post
Kid Airbag Posted November 4, 2002 Mordeth said:I take it you finally got doors working properly? :) ZING! 0 Share this post Link to post
Fletcher` Posted November 4, 2002 Mordeth said:I take it you finally got doors working properly? :) . . . 0 Share this post Link to post
Enjay Posted November 4, 2002 DooMBoy said:I sent my version of E1M8 to the /newstuff, but it didn't show up. Did you actually send it to /newstuff, or /incoming? You are supposed to upload to /incoming. From there it is vetted to see if it complies with the archive rules, and then it is moved to /newstuff and its permanent home in the appropriate archive directory. You should not try to upload to /newstuff 0 Share this post Link to post
deathz0r Posted November 4, 2002 Mordeth said:I take it you finally got doors working properly? :) heh, it took me four and a half years to make a two-room level. 0 Share this post Link to post
Enjay Posted November 4, 2002 Mordeth said:I take it you finally got doors working properly? :) Rather oddly, and just by chance, the first moving sector effect I ever got to work was a rising staircase. The problem was, it took me another 6 or 7 years to figure out how I'd managed to get it right in the first place as every one I tried after that didn't work as I wanted or expected it to. :-/ 0 Share this post Link to post
timmie Posted November 4, 2002 a solid 1. Seriously. That's why I'm a programmer... 0 Share this post Link to post
Spike Posted November 4, 2002 I'll be generous and give myself a 7. I've shied away from some of the advanced tricks as they had a tendency to fuck-up with Gl ports (Jdoom in my case), but the gwa-build mode on GlBSP seems to sort these out completely, so i've been using a lot of instant-floor tricks as well as transparant doors in the latest wads. As for the lack of maps on /newstuff - we've released one teaser from our megawad project. Maybe a few more later on. The best bit about editing lately, tho, is the XGdata. The scripting, ambient sounds, coloured lighting and linked events lend to the atmosphere. 0 Share this post Link to post
myk Posted November 5, 2002 Spike said:I've shied away from some of the advanced tricks as they had a tendency to fuck-up with Gl ports (Jdoom in my case), but the gwa-build mode on GlBSP seems to sort these out completely, so i've been using a lot of instant-floor tricks as well as transparant doors in the latest wads. Neat. I might then compile a GL-ready version of my maps then, since I rely on many of these for effects (it being a doom-compatible WAD.) 0 Share this post Link to post
The Ultimate DooMer Posted November 5, 2002 Spike said:As for the lack of maps on /newstuff - we've released one teaser from our megawad project. Maybe a few more later on. Is that for this week's newstuff? If so, which wad is it? 0 Share this post Link to post
Kid Airbag Posted November 6, 2002 Ultimate DooMer said:Is that for this week's newstuff? If so, which wad is it? Nah, they released one a while ago... 0 Share this post Link to post
Sphagne Posted November 6, 2002 Hmm, somewhere between 1-10 compared to others. ;) 0 Share this post Link to post
TheHighestTree Posted November 6, 2002 I hate rating myself :P ...but I consider myself in 7 or 8 range...i've actually never released a map yet (damn megawad), but i have ~2 years experience. I can only edit vanilla levels, but they usually turn out quite well once i'm done, especially gameplay-wise 0 Share this post Link to post