P41R47 Posted April 15, 2020 17 minutes ago, sergeirocks100 said: sure, it might seem a bit rude of me to ignore them, but there isn't much to reply to in the first place, fraggle telling everybody to try and avoid saying mean things, two posts more or less telling me to try and go in a more original direction with the project, which i am already trying to do, and boris giving out some scathing criticism, which doesn't really help me at all or say anything anybody else hasn't said already, and in fact, is quite insulting Ok, seems like the problem is us. And you know why? Because we are in this town, called Doomworld. But we see you dancing all artistic on the just recently iced lake on the town. We could let you dance, or at least share the fun with you, but we all danced there before and we know what happends when someone dance there: the ice breaks. So is our duty to prevent you in what you are doing? Why? because we know you a lot and we are friends from years back? no, because we live in this town and if there an incident in this town, it touch us all. But no, you don't want to heard us, for you, we are only criticizing your art. In my last post i suggest you some ways to go with your idea in a similar fashion but different way. And you didn't even take it in consideration. Not everybody here wish you bad. Ok, some of us like to joke around. But in general, we like to help each others here. We aren't against you. But you have to understand that this project at this point, is not going well. 1 minute ago, sergeirocks100 said: i have long since recognized that i can't be as close to Doom as i desire to be, i know that my old concept art and levels are more or less cheap ripoffs of their Doom equivalents, and i am trying to move this project in another direction, what i wanted to do with this project originally, i have discovered, wouldn't be very legal, and i am trying to do something different Now this is new! I hope that this thread help you understand. We like to help, but if you don't like to heard obvious things, we can not help, and you are just being stubborn. 2 Share this post Link to post
sergeirocks100 Posted April 15, 2020 i'm currently drawing up some concept art for the new imp replacement, and i was wondering on how everybody thinks of it so far: Spoiler is there anything i should change? is it too much like the doom imp? i know it's just a head at this point, but i don't want to end up drawing another piece of concept art that's only slightly different from it's Doom equivalent 0 Share this post Link to post
tgawt Posted April 15, 2020 (edited) hey sergei, ignore the haters. i bet your freedoom fork will be amazing! much love from tgawt. also, your concept for the imp-replacements head looks fine, have you started work on projectile replacements? xoxo 3 Share this post Link to post
joe-ilya Posted April 15, 2020 That screenshot you just posted doesn't look interesting at all, it's just a staircase in an empty, featureless room. This head you just drew already looks like the original Doom imp, but with a third eye. 1 Share this post Link to post
sergeirocks100 Posted April 15, 2020 the staircase rises up after you flip a switch, it will be a lot more interesting when there's actually enemies and items in it, and what do you suggest i do with the head, give it horns, make it oddly shaped, should it even be humanoid? 0 Share this post Link to post
Dubbag Posted April 15, 2020 (edited) This whole thread is what happens when an unstoppable force meets an immovable object. 5 Share this post Link to post
sergeirocks100 Posted April 15, 2020 what's the unstoppable force and what's the immovable object in this situation? 0 Share this post Link to post
Dubbag Posted April 15, 2020 ur the unstoppable and we are immovable. u keep pushing and we aren't having it lol. 0 Share this post Link to post
joe-ilya Posted April 15, 2020 Enemies and items don't make your map look better, I was talking about how the rooms looks, not about the lack of enemies. Take at look at MAP04 from Doom 2, it has height variations and a lot of light variants, your map has none of that. For the imp, yes, make it NOT a human shape with some spikes like Doom, do something different, a small dark red goat devil that wields a pitchfork, has a broken horn and a torn off limb. Is something I would do for example. 1 Share this post Link to post
P41R47 Posted April 15, 2020 (edited) 1 hour ago, sergeirocks100 said: i'm currently drawing up some concept art for the new imp replacement, and i was wondering on how everybody thinks of it so far: Hide contents is there anything i should change? is it too much like the doom imp? i know it's just a head at this point, but i don't want to end up drawing another piece of concept art that's only slightly different from it's Doom equivalent i'm starting to think that you are just mocking on us. If you think that this imp's picture doesn't looks like an imp... well, i don't know what to say to you. One of the first and foremost lessons of being an artist is learning about self criticism. I understand that you don't want to deviate much from doom, but you have to deviate from it or it won't be something new. And you need to do something new or do nothing. Its simply as that. And i tell you, whoever played Doom sometime in their life, looking at that picture will say that this picture is an Imp. You need to change it a lot more. Horns? No bro! it need to be something different not just an imp with horns. Search for demonic creatures... or better, check at Freedoom Revenant replacement, that is a pretty good Imp replacement. Start from there. ... Ok i will help you a little with concept arts, as an example of replacement monsters. Make you guess, what this concept art monster replaces? For me its obvious as i designed it, but who else can see the pretty obvious monster desing behind it? 2 Share this post Link to post
Redneckerz Posted April 15, 2020 1 hour ago, tgawt said: hey sergei, ignore the haters. ...Yes that must be why it gets addressed, secretly we just hate his project. I see myself out. No use trying to open a door that says "closed". 1 hour ago, tgawt said: xoxo That's oddly personal. 2 Share this post Link to post
⇛Marnetmar⇛ Posted April 15, 2020 6 minutes ago, Redneckerz said: I see myself out. I'll give you 24 hours. 0 Share this post Link to post
cambreaKer Posted April 15, 2020 47 minutes ago, P41R47 said: Make you guess, what this concept art monster replaces? For me its obvious as i designed it, but who else can see the pretty obvious monster desing behind it? i'm guessing mancubus 2 Share this post Link to post
P41R47 Posted April 15, 2020 16 minutes ago, cambreaKer said: i'm guessing mancubus Indeed! And it looks like the original? Not at all. So its a matter of creativity here. One can make a Freedoom fork that mantains the satanic imagery making it more in line with the original Doom. And still deviate from the original Doom. But i don't know if sergeirocks100 understand it. 1 Share this post Link to post
TheNoob_Gamer Posted April 16, 2020 (edited) 10 hours ago, sergeirocks100 said: my upload limit got decreased to exactly 7.56 megabytes for reasons that aren't clear to me, so i can't upload as many screenshots as i would like to If you are still serious about this, consider switching to imgur. The admins don't have space and money to provide 1 GB of free storage data/person. Edited April 16, 2020 by TheNoob_Gamer 5 Share this post Link to post
TheUltimateDoomer666 Posted April 16, 2020 The "concept art" is still too simple. It is little more than a few wobbly lines. Are the eyes supposed to be circular, or are they meant to be misshapen as the monster has a deformed appearance? The art doesn't convey any real design information. 2 Share this post Link to post
Havoc Crow Posted April 16, 2020 I am sorry, Sergei, but at this point it's obvious that your art and mapping skills are nowhere near the level needed to satisfactorily complete an ambitious project like this. Your map screenshots look very amateurish and uninteresting, and your art is barely above MS Paint level. All legal issues aside, I say you put this project away for at least a year or so, while you work on improving your skills. 4 Share this post Link to post
sergeirocks100 Posted April 16, 2020 i perfectly understand the idea of giving my project a satanic theme without copying from Doom, which i am trying to do, which is why i'm running my art by you folks, to make sure that i'm not copying from Doom, i have an acquaintance's FTP server i can upload my screenshots to, i know my concept art is too simple, but i can't do much better with Gimp and a mouse, and besides, it leaves creative interpretation to sprite artists, and i know i'm not very skilled, but i'm not going to get any better if i don't practice, and even if this project doesn't go anywhere, the skills i obtained from working on it will stay with me 1 Share this post Link to post
sergeirocks100 Posted April 16, 2020 i have decided to impose a 200 kilobyte file size limit on all maps, both to reduce strain on weaker machines, and to make sure that they will work in the vanilla Doom engine 0 Share this post Link to post
sergeirocks100 Posted April 16, 2020 based on your feedback, i have decided to add some more detail to map04, tell me what you think Spoiler 0 Share this post Link to post
Havoc Crow Posted April 16, 2020 Frankly, it still looks bad. Huge tracts of unvarying bare walls, huge empty rooms, barely any lighting variation, ugly texture clashes. Just adding some stairs to the ceiling isn't really enough. I honestly suggest you slow down with the mapping, and instead take the time to play some popular maps to study what, exactly, makes their visuals so good. 1 Share this post Link to post
TheUltimateDoomer666 Posted April 16, 2020 A small number of good, polished maps would be far better than a whole bunch of rushed maps with square rooms, no detail, and misaligned textures. 2 Share this post Link to post
sergeirocks100 Posted April 16, 2020 i will try to take more time to polish my maps instead of pumping them out at a rapid pace, i will also try to put more detail in them, but i can't put in a lot of detail, because i still need these maps to be vanilla compatible 0 Share this post Link to post
phoo Posted April 16, 2020 1 minute ago, sergeirocks100 said: i will try to take more time to polish my maps instead of pumping them out at a rapid pace, i will also try to put more detail in them, but i can't put in a lot of detail, because i still need these maps to be vanilla compatible Even if you're aiming for vanilla compatibility you can still make something that's quite detailed. This is especially true if you have a good understanding of the limitations. 1 Share this post Link to post
doomsucksass Posted April 16, 2020 Good stuff, hope you finish this along with the fan-made DGPV 4. 0 Share this post Link to post
darkreaver Posted April 16, 2020 Obvious April fools thread going on for far too long 5 Share this post Link to post
sergeirocks100 Posted April 16, 2020 my project isn't a april fool's joke, i didn't even post it on april fool's day, and i am working hard to make this project a good experience, and i'm not sure if i will ever finish DGPV 4, because it's simply too obscene to post on any Doom forum that i know about 0 Share this post Link to post
Dubbag Posted April 16, 2020 (edited) You know what? After how hard this guy's fought for this, I have to admire the spirit, he doesn't give one fuck he's gonna do his thing! lol 4 Share this post Link to post
doomsucksass Posted April 16, 2020 (edited) 57 minutes ago, sergeirocks100 said: my project isn't a april fool's joke, i didn't even post it on april fool's day, and i am working hard to make this project a good experience, and i'm not sure if i will ever finish DGPV 4, because it's simply too obscene to post on any Doom forum that i know about Doomer Boards, maybe? 0 Share this post Link to post
MrFlibble Posted April 16, 2020 This thread made me want to play Shaw's Nightmare. If only player movement and overall action were more robust, the game would be way more enjoyable. On a side note though, I believe a Doom engine game with a similar theme but completely dissimilar designs (and altered weapon/monster behaviours which still don't break PWAD compatibility, like what DOOM 4 VANILLA does) would be actually an interesting thing to explore, and perfectly possible, at least in theory. The game balance and map design would be key though, John Romero has already shown that you can still make stuff that feels fresh and new (but still keeping the "original spirit") even with default textures and decorations. 0 Share this post Link to post