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rdwpa

2016 Goals

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Hoodie said:

harder map design

Do you mean it like "try harder while creating (good) level design" or like "start making maps with harder (more challenging) gameplay"?

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I think he meant more complex maps.
Like a wall with a window, door that opens by sliding into the floor,sloping, etc.
All sychronized and not random shit.

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Kaiser said:

Actually make an update to Doom64EX.

That's a big one.

Looking forward to the fact that it won't become Gzdoom ish.

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40oz said:

Ive started recording my playthroughs of every map I play and documenting my kills. In the past couple years since I started I banked ~77,000 killed monsters. It seems to be an average rate of 200 monsters per most generic doom maps, but I still have a lot of unfinished megawads to wrap up, and plenty single maps to go around. My goal is to hit 100,000 before 2017.




well that wasnt so hard.

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Perhaps try my hands at mapping once more, while i only released 2 very simple maps both design/gameplay wise i'd like to make a map this year. Been well over a year since i last tried something in DB2. D:

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I've got a handful of things that have been hanging around for ages and I would like to move on from

  • Finish a DM map I started about 16 years ago in 2000
  • Possibly finish another DM map based around the idea of a Jailbreak, started in 2004
  • Release a tech demo WAD I've been trying to finish based on hacked COLORMAPs
  • Finish a MAP02 tribute I started with WadC in 2006 (source)
There's some new stuff I'd like to work on too
  • Get another WadC release out
  • Hack on chocolate-doom more

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Finishing two maps of my Doom II WAD.

Jon said:

Finish a DM map I started about 16 years ago in 2000

Dayum.

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1. NOVA III map (for once).
2. Beta stage for Deliverance 2600.
3. Decide which Doom mod idea out of the roughly 9000 in my head to execute and make it happen.

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Getting Doomvengers to the most stable, usable state I can, with the fewest files needed to run it. Still trying to get a hold of Aluqah, but the fellow seems to have vanished. :(

Anyway, I hope to release a big feature addition to it as well this year!

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My goals for the year (at least in terms of my involvement in Doom):

-- Quit over-extending myself to other projects and go back to focusing on my own work

-- Work on and possibly release a short episode, all of my own work.

-- Get back into the community. I've been kinda absent, and briefly poking my head in recently, but I'd love to come back and dig myself deep into what everyone's been up to.

If I can manage to do any of these things, I'll be satisfied.

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I got new goals and this hard as shit:

-Make TAS UV-MAX for all Chillax's maps (47 maps), If UV-MAX can't be real then UV-Speed.

-Make the most weirdest megawad: "Psychedeliya"

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Stop being so lazy and write more Doom-related stories. And some Quake-related ones too ;)

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-Create more concept wads.

-Study everyone's architecture.

-Practice mapping large rooms (I generally only attempt smaller areas)

-Git Gud.

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