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    Art Of Making A Doom Conversion, Part 3


    Arioch

    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.

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    Guest Kinoshkana

    Posted

    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.

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    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).

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    Guest Fanatic

    Posted

    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.

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    Guest Captain Napalm

    Posted

    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.

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    "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.

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    Guest Captain Napalm

    Posted

    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

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    a medium sized room? heh, you must be rushing things! It takes me a month to align a single texture.

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    Guest Kinoshkana

    Posted

    Three hours is enough for about half of a decent-sized level when you're not speedmapping.

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    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.

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    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.

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