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Zediru

Necro Mortalis - 18 Maps for Doom 2 - Coming soon!

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Well you've given yourself a bit to live up to here, good luck with it.

How long have you been working on it for? What's your history with Doom? When and why did you start playing? What got you into mapping? Would you like to link to some of your other music? What are some of your favorite wads?

Thanks.

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On 1/8/2019 at 10:16 PM, hella knight said:

Well you've given yourself a bit to live up to here, good luck with it.

How long have you been working on it for? What's your history with Doom? When and why did you start playing? What got you into mapping? Would you like to link to some of your other music? What are some of your favorite wads?

Thanks.

I apologize if I came off too strong in my original post. My purpose was only to get straight to the point, and to convey that I take this work very seriously.

 

I've been playing Doom since I was a small child, basically when it was first released. Not just Doom, but a lot of the classic FPS: Wolfenstein 3D, Doom, Duke Nukem 3D, Quake, Unreal, Serious Sam.

 

Before going on, I want to be clear: I have not released anything to this date, so if that makes you skeptical then I understand. You'll just have to wait a bit longer and then my work will speak for itself.

 

My first exposure to video game level design, not counting imaginative drawings of generic "levels" as a child, was with UnrealEd for Unreal Tournament 1999. I was a young teenager just messing around trying to put the worlds I could see with my mind's eye into the computer. But I never made anything worth talking about. Looking back, UnrealEd was way too advanced for me to handle at the time.

 

Since then (about 10 years), I've toyed around with level editors for various games like Battlefield 2, Serious Sam 1 & 2, UT2003, and now Doom. I found Doom Builder about 5 years ago, and it really clicked for me, perhaps BECAUSE of it's inherent limitations. In the past 5 years I've probably started, made progress on, and then scrapped, a few dozen maps and projects. Each time, I hit some critical obstacle that made it near impossible for me to continue. You know when you're making something and after a while you realize that it's just simply NOT turning out well. 

 

I've been working on this particular project since last December (just over a year), and I feel that this time I have a handle on things. I'm able to recognize the creative pitfalls that have trapped me before, and avoid them. I have a fuller vision of what I want to make, as well as what can actually be made with the tools I have.

 

As for what other WADs I've played, here are some that jump out at me when I think back on my childhood: Dark Covenant, Raven, Thud, and of course Plutonia and TNT. There are many more that I can remember bits and pieces of but can't remember the name.

 

More recently I've played and enjoyed Urania (oh my god I love Urania), The Ultimate Torment and Torture, Deathless, the Community Chests, Freedoom, Memento Mori 1 and 2, and Scythe 1 & 2. I'm probably forgetting a lot.

 

 

Edited by Zediru

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On 1/8/2019 at 10:16 PM, hella knight said:

Well you've given yourself a bit to live up to here, good luck with it.

How long have you been working on it for? What's your history with Doom? When and why did you start playing? What got you into mapping? Would you like to link to some of your other music? What are some of your favorite wads?

Thanks.

Here is a sample of some music. This in particular is NOT intended for Necro Mortalis, but it's at least evidence of some musical competence.

 

 

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No, I appreciate the confidence in your work. It is just surprising see someone break into the scene like this so I was curious. I didn't mean to sound too interrogative either, just getting straight to the point myself. I like to hear from the people behind the maps (I've listened to all the Doom podcasts and interviews I can find) so thank you for answering all my questions so well!

Thanks for the song too, looking forward to the OST.

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