Arioch Posted June 23, 2001 At Doom Center the third part in an ongoing series of articles on making a Doom conversion has been posted. This part aims to cover the process of making sprites, and article author skadoomer has included interviews with Michael Niggel of Twice Risen, Devin Afshin from Underworld, and A.J. Freda from Sonic Robo Blast 2. Here's the article, read up. 0 Share this post Link to post
Guest Kinoshkana Posted June 23, 2001 Is to never announce that you are actually working on it unless you're sure you can get people to work on it with you. 0 Share this post Link to post
NiGHTMARE Posted June 23, 2001 Is to realise that whoever you are and whatever you're working on, there is only a 0.01% chance that you'll actually be able to persuade anyone to help you (unless you know a fellow Doomer in real life). 0 Share this post Link to post
Guest Fanatic Posted June 23, 2001 Be prepared to do the entire project all by yourself, and realize that it's a hell of a lot of work. Most projects fail because the designers realize how much time and effort it's going to take, once they start the actual work. 0 Share this post Link to post
Guest Captain Napalm Posted June 23, 2001 Be intrested in the project you are doing, because you are going to be working on it for at least a month (for a small PC) probably several. Oh and do not tell everyone how kick ass your project will be and then quit it. 0 Share this post Link to post
NiGHTMARE Posted June 23, 2001 "at least a month" We're talking about projects here, not single level pwads :) I can't think of a single big Doom project that took less than a year. 0 Share this post Link to post
Guest Captain Napalm Posted June 23, 2001 A month is like if you decide to replace two enemies and build 2 levels... And I think the only reason most major projects take that long is because people are too damned lazy to work on them, and that would be ok if they woudn´t be like:" It will be realeased next month." and then a year later we get a demo. :P 0 Share this post Link to post
Fredrik Posted June 23, 2001 A month is a medium-sized room unless you're speedmapping. 0 Share this post Link to post
Russell Posted June 23, 2001 a medium sized room? heh, you must be rushing things! It takes me a month to align a single texture. 0 Share this post Link to post
Risen Posted June 25, 2001 DJ Niggel? You guys host me and you can't even get my name right? 0 Share this post Link to post
Guest Kinoshkana Posted June 25, 2001 Three hours is enough for about half of a decent-sized level when you're not speedmapping. 0 Share this post Link to post
Risen Posted June 25, 2001 Apology accepted. Don't know where 'DJ' came from, tho... 0 Share this post Link to post
kristus Posted June 25, 2001 Plutonia... 4 months. or was it 8?... whatever. 0 Share this post Link to post
kristus Posted June 25, 2001 Captain Napalm: I've been working on Ni'mrod for 3-4 years this summer. You saying I've been slacking? BTW My infoline is phucked up. Damn it used to work. 0 Share this post Link to post
Risen Posted June 25, 2001 I'm not "too damn lazy" to work on my projects, I just never have much time on my hands anymore. But I never once set any release dates, and I don't plan to. When they get done, they'll be done, and all will rejoice (or something). Until then, well, you're just going to have to be patient and play the (now old and obsolete) TR demo. At least my project got that far, which is more than can be said for a host of others. 0 Share this post Link to post