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Deadwing

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About Deadwing

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    Mapper de Florianópolis

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  1. Running Late 2 is fantastic, one of my favorites wads! Love its fast and chaotic gameplay! I'll try to play Overbard and FW
  2. Deadwing

    The DWmegawad Club plays: Down the Drain

    +++Overboard, Running Late 2, Fractured Worlds +++Doom 2 in Spain Only
  3. Deadwing

    Trouble getting ideas for maps

    This, it's a lot harder to open the editor and have to think into everything at once instead of already having some ideas ready in your mind (+sketches). You'll be dealing with way too many problems at once and it'll be harder to come up with more interesting ideas. Also, I would suggest starting with shorter maps (5 minutes maximum to finish), as it is easier to get a more consistent result and you can do a lot of maps quickly and envolve as a mapper faster.
  4. Damn, this is fucking fantastic! There's so much innovative stuff, even when considering Boom/MBF wads! And I thought BTSX was the pinnacle of vanilla mapping. I wonder if we'll see some of this trickery on BTSX3? Congratz for the release!!
  5. definitely, might take a while though
  6. One thing that would be cool, but not sure if possible, is extending the default number of threads in wads & mods from 30 to 60, maybe? That would help a bit some new threads to stay in the 1st page for a little longer and people (like me) who rarely go to the 2nd page would benefit from that. Regardless of that, though, it's hard work to get attention and build a "name" in the community so people get interested by your work. One thing that helped me with Ozonia was to post regular updates with new screenshots and stuff, which attracted the attention of some people. Having other people to be involved in your projects helps too (mappers, musicians, testers, etc). It's not going to get BTSX levels of attention, ofc, but as your work is improved too people will get naturally more interested. Nowadays the bar is really high, though, so it's a really fustraring process that might be indeed too much work
  7. Damn... From my experience, though, gzdoom wads aren't very much attractive here compared to Boom/Vanilla wads >.<
  8. If I don't get any answers I normally bump once or twice which always leads at least to someone responding, and then consequently getting a few more attention. After that, if the reception is weak then I let it die as it probably didn't attract much people anyway. A well formatted thread with nice pics will definitely get some reception, though, but it can be hard with so much high quality stuff out there nowadays.
  9. Deadwing

    Ozonia Boom Megawad - 11/03 - on /idgames!

    The wad is uploaded on /idgames! You can download the classic version there or download the deluxe edition externally: /idgames Classic: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/ozonia /idgmaes Deluxe: https://www.mediafire.com/file/6hqlahcjh52xigz/ozonia-mp3-1.1.zip/file The biggest change from RC5 is a whole new font set and new GFX from @Cammy (also pointed by @Azure_Horror, along with Ghostly Plains credit mistake). No changes in the levels itself were made as I was way too afraid to break anything lmao. Anyway, thanks a lot for all the support guys, Ozonia is (hopefully) in a really stable and refined state, which was only possible with the help from all of the community! Hopefully I didn't miss anyone in the credits file >.< Thanks a lot!
  10. Deadwing

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Congratz for the release, Moustachio!
  11. Deadwing

    How much detail do you put into your architecture?

    More than I would want. One thing that helped a lot with detailing for me is to create more interesting ceiling structures, while with the walls itself I don't try to have too much layers. Big textures also do help a lot making things less dull, which allow you to create a lot of "vertical detailing" without needing to create a lot of sectors.. In Peaved T-40 pics, for example, I would definitely look for the ceiling so they would match the level of detailing with the doors. One hack that always work for indoors enviroments is to use a pitch black texture and add a gradient texture surrouding it to create a smooth transition haha I do find really hard to deal with architecture and detailing, though, and it's something I'd like to improve in future works.
  12. Deadwing

    Do you have any mapping gimmick trademark?

    Probably the main ones: - Enemies behind every corner - Low monster counter - Non-linearity, which leads to cryptic Progression (trying to improve on that!) - Rocket Launcher as your main weapon - Short maps - Enemies in secrets - Closets over teleporting enemies - One-way drop downs
  13. Deadwing

    Post Tips for new creators *here*

    - Map a lot of small maps (finishable in 3-5 min, 10 in the very max), in packs of 10 or 20 maps. Your skill will increase a lot and your later maps will be a lot better than the earlier ones. - Always try new things with each map. Plan your ideas in sketches before opening Doom Builder, have a general idea of what you want to do before having to think about everything when actually mapping. - Learn to listen to feedback from people: A lot of people will complain about your maps, be analytical and try to understand why they feel that way so you can offer a solution (or none if you feel like it) - Focus on the basics instead of fancy features. I'd advise to start with simpler formats such as boom before diving into more "robust" source ports such as gzdoom. Limiting your options is a good way to focus on more important features (creating more interesting layouts, enemy placements, setpieces, etc) - Play a lot of different wads and find what you really like. I'm not talking about "Slaughter" x "classic doom" styles, but smaller things that amuse you: Your favorite level of difficult, if you enjoy non-linearity, what kind of enemies do you enjoy most fighting against, weapons, platforming, pacing, etc. If you dive into the "classic doom" style, for example, there are a lot of nuances that might interest you more and others that are more boring. - This one is more for me tbh: Focus on what you really enjoy, but also look at what people like and work from that to create the kind of experience that works for both sides. There are always things in your work that can be improved by other's players feedback which won't change the essence of your work. Avoid mapping purely for getting other people's attention, though.
  14. Deadwing

    Doom Pictures Thread 2022

    I wonder if it works if you set that switch for an action that enables a voodoo doll to scroll and activate the intended action line? (through walking instead of switch though)
  15. Deadwing

    0%ing Doom: Is It Possible?

    Medkits aren't countable items, so that would be ok, but in-fighting would be a huge a problem. The closest we have for this category is pacifist run, I guess
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