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About valkiriforce

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  1. Post Your Doom Picture (Part 2)

    @Flambeau I see myself in the distance next to the green torch (the blue shotgun-wielder).
  2. The Official 'Trying to Find a Specific WAD' Thread

    That's definitely a map from Cleimos - you can check out Cleimos 2 since that's a complete megawad. That map view right there is MAP10.
  3. Things modern mappers do better

    While I agree on things like permanent death pits and other such annoyances being done away with, I can admire a map author who willingly goes against what is generally acceptable in mapping if that happens to be something they fancy, and they might want to do it for the sake of having a more hostile environment. Sunder is a great example because I really hated falling off the platforms into inescapable pits (especially given an hour or so of surviving a map) but, I respect the author for choosing to make their maps that way. I'm used to traversing high places with at least some assurance of escaping a damaging pit, but what about the ones who created this place? Are the owners of this hellhole going to be that generous? Maybe the author wanted the player to have a real sense of dread and fear of crossing these platforms and gaps? Personally I enjoy having these kinds of thoughts, and I also like taking time to appreciate what someone else's work is supposed to embody. Things like Jens Nielsen or Bob Evans' maps are definitely not popular, and I actually strongly disliked their work the first time I played it, but like some music it really just took time for me to appreciate and love the outlandish ideas that place me into a different mindset. I'm glad we do have some map authors like Dobu Gabu Maru to carry on with some puzzling creations, at least. To answer the OP more straightforward; I'm in the agreement there's certainly way more clean architecture, much more openness in layout design, great texture use even of stock textures, and lots of new resources that change the game up a bit. When it comes to map authors nowadays, I think there's a greater awareness of what is generally acceptable and a push for quality projects much like the Nova series, seeing even new map authors who are encouraged to push their own boundaries with a little help from others with experience. It's a little hard to narrow down without sounding too generic but there's a noticeable difference with mapsets that are more commonly released today, it's really hard to keep up with playing a lot of these great projects. I don't believe either generation to be flawless though, as even today I think there can be a bit of a blur between creations that share a lot of the same values, which can also happen with map authors sharing too many of the same texture themes for example. I also think some maps today are way, way bigger than some of them need to be. I remember some IWAD maps seeming really big to me back then, but after years of playing a lot of these projects I'm surprised at how small some older maps actually look now. Monster placement can be really good, but in some cases I don't always feel that I appreciate monsters as much today given how easily a number of the Doom 2 beastiary are thrown around the place, compared to some older mapsets that slowly introduce us to some new weapons and monsters. It's understandable though given the amount of Doom player experience up to this point, and it's not exactly a preference - just something that sorta feels lost to time with some possible exceptions. Ultimately though like anything else I can appreciate that we are getting as much content for Doom as we are today. It obviously depends from map author to mapset and it's a very broad topic much like art itself, but overall I do appreciate that we have so many different talented artists who get together and are willing to create maps of all sizes, in just about any genre of gameplay - probably more readily available than it ever has been before many thanks to the ease of access of programs like Doom Builder, Slade 3 etc...
  4. Things modern mappers do better

    We procrastinate better.
  5. Old but gold WADs?

    If you're playing Maximum Doom, you should check out DANTE2, EARTHSCM, FORTHDETH, INTZONE, SEWV12R2 and SUNGOD, as those are at least some I remember being cool. To this day though I still don't know where to find that particular sewer map outside of Maximum Doom. For some additional wads, you should check out Paul Schmitz and Jim Flynn's work - I admire The Artifact for being a huge level that otherwise had to be split into three sections, and Flynn's Titan series - The Titan Anomaly, The Mines of Titan, The Farside of Titan, Trouble on Titan and his Oracle wad with Scott Harper. Bob Evans' Odessa series is also worth a look, but an acquired taste for puzzle-solving. I also think Walkabout is a nice challenging level from one of the authors of Memento Mori (Jens Nielsen).
  6. What did it felt like when you guys started mapping?

    @94's the best style That does sound interesting, it's similar to what I went through when I began mapping since I went in only having previously played The Ultimate Doom and Doom II. As I began mapping that was when I started playing Final Doom for the first time, so I was occasionally inspired from Plutonia, TNT and otherwise as I went on from there in my mapping process. I'd be curious to see more maps from people who have only been familiar with the Id Software experience.
  7. What did it felt like when you guys started mapping?

    It was probably one of the most exciting times in my life. I've never been so eager to learn anything else in my life, seeing as the Doom Builder website already had about six or so tutorial videos which I gladly watched after installing Doom Builder 2 in 2009. I basically only watched those videos and went from there making levels, which began with me trying to recreate my grandparent's house in Long Beach (which ended up with a major overhaul years later as MAP01 of Eternally Yours). I also learned that you couldn't place floors over each other just by raising the floor/ceiling height and placing them over other sectors, lol. Starting out mapping, it was the first time I could actually exercise the ideas I had for any video games, and at times when I wanted to learn how to do certain things, I'd look at the IWAD maps and see what the Id authors did, and I just recreated certain parts of it in my own way - can't think of a direct example of this, but I'm sure there was some odd issue I was encountering with a mid-texture or something. I was staying in Lake Tahoe at some point in later 2009, and I remember working on some fun concepts which were some of Doom Core's earlier maps (maps 4, 5, 6 & 8) and I would take a break from mapping to play the drums, and after a while I'd take a break from playing the drums to go work on some more Doom maps. Those were good times. Nowadays, I don't feel I've changed much - I've improved in a lot of places obviously but I still have a lot of ideas for Doom maps. Even in my post-activity years ago I never did stop getting ideas for Doom maps, I was just burned out after playing legions of Doom maps and felt like playing something else for a while.
  8. Share Your Sprites!

    Here's that Juno player skin I did a little while back - from the N64 game Jet Force Gemini. His color palette appears differently in the player skin I released though, since these colors wouldn't translate well to Doom's palette. So I favored the green appearance so the player could change the colors of his appearance.
  9. 1994: John "Dr. Sleep" Anderson / Justin Fisher / Michael Kelsey 1995: Denis/Thomas Möller / Sean Birkel / Paul Schmitz 1996: Dario/Milo Casali / Tom Mustaine 1997: Sverre Kvernmo / Jim Flynn / Bob Evans / Iikka Keränen / Anthony Czerwonka / Yonatan Donner / Malcolm Sailor 1998: Kurt Kesler 1999: Richard Wiles 2000: Ola Björling 2001: Thomas Van Der Velden / B.P.R.D. / Fredrik Johansson 2002: Anders Johnsen / Kim Andre Malde 2003: Erik Alm / Kristian Aro Really hard to say, honestly.
  10. Post your Doom video! [but don't quote video]

    here's my sucky vid
  11. What are you listening to?

  12. Why don't the majority of mappers plan out their creations?

    I used to create some quick sketches in MS Paint for an idea of what a level could look like, but nowadays I prefer to create a map just once.