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obake

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Posts posted by obake


  1. On 2/22/2024 at 12:04 AM, OniriA said:

    @obake Just wanted to know, do you prefer receiving the map through DM or be it published on this topic? Unfortunately I lost access to the discord server as my personal laptop died on the 16th of Feb. (and I didn't have a permanent account there).

     

    Now I've managed to setup UDBuilder yesterday on my work laptop so I'm at last able to map again but the Discord invitation link also expired in the meantime preventing me from rejoining, so..sending it through Doomworld DM seems to be the best remaining option for me.

    I'll send a new Discord link. Also, you are always free to post the map in the thread if you wish.


  2. On 1/24/2024 at 7:15 PM, LightningBoltForever said:

    If anyone would like a custom MIDI for their map, add me to the list of people to contact for that. I've been making them for just a few months, so still relatively new at it myself!

    Listened to a few of these myself, specifically from the Hell's Bane folder. Great work!

     

    From what I've heard, your MIDIs have a dreamlike quality to them.

     


  3. On 1/19/2024 at 10:20 AM, SpaceCat_2001 said:

    @obake I wanted to ask about art direction of episode I, do maps just steadily move in conctrustion of heaven progress? Like the first map is bare foundations and a lot of rubble, but moving through the wad heaven looks more and more finished, and the map08 has this finished look, with some final touches of construction activity. Or all maps are free for their interpretation of working course of the heavenly construction sites?

    P.S. sorry if i sounds weird, english is not my native language.

    Each is free for their interpretation, so to speak.


  4. 19 hours ago, Hunting4r2d2 said:

    Hey, so I'm not sure if I'm in the backup list for mappers or not, but if so I would like to drop out. Life just got a lot busier than anticipated and, unfortunately, I don't think I have the time for Doom mapping right now.

    That's too bad. At the very least, you are in the wad credits for helping with the Dehacked side of things. I hope things go well for you.


  5. 16 hours ago, Lorenz0 said:

    Well if that's really the case and Obake is going to stand by this policy, I'll relinquish my slot as well, since I'm clearly in the wrong place!

     

    Good luck to everyone else though, I'm very curious about how everyone handles those themes for the episode. They're somewhat unusual after all.

    Looking at where they are now...these people are too talented.

     

     

    17 hours ago, Misty said:

    I'm willing to give up my slot for this project for the newbie or least known person who wants to shine. My only regret that I didn't join 3rd iteration of Nova when Scotty invited me, wasn't feeling that my maps would be up to standard of the project, but now time passed, I gained more experiences, even if sometimes I suffer from impostor syndrome. 

    You have both shown great humility. I would like to add that you can still get your names in the credits and be part of the wad by helping playtest, if you wish. You two are awesome!


  6. 13 hours ago, dobu gabu maru said:

    Oh heyyyyy well this is a surprise I didn't expect! You should've PM'd me about this, as I had a couple of tips in mind before the thread was organized:

     

    - The first is not to slot mappers by map. Authors can choose episode themes to sign up for and whatnot, but with a disparate group like this you do not want to leave it up to individual mappers to fill specific slots—that falls under management's duty (ie you & the playtesters). That way you can avoid having two sloggy maps placed back to back. To that end I would also not put a strict limit on the # of maps in an episode—just let people map for the themes they're interested in, and form the episodes around the amount of contributions you get.

     

    - The second thing—and something that's especially important for this project, seeing as folks are flocking to it like ants at a picnic—is that you need to prioritize amateur mappers. NiGHTS is an established mapper with their own Doomwiki page, Andrea already has a map in NOVA 2, MFG38 has made a literal megawad—you should be vetting these people and denying them if they ask to join! NOVA was designed specifically for mappers that are wet behind the ears: folks that may have done some dabbling but have never been a part of a megawad that goes through its own alpha/beta/RC phases. If intermediate mappers want to join they should look for open slots elsewhere; NOVA should be for folks that have released ~5 maps maximum. Although I guess it wouldn't be NOVA without a vet or two photobombing the project out of nowhere.

     

    - The third is that you wanna encourage mappers to also be playtesters. If it was me I would've made it mandatory for any mapper to also provide feedback on like, two additional maps that get submitted to the project. Folks should be encouraged to communicate & collaborate as much as they create, especially in a project like this. When you're new to Doom mapping, good feedback can be as valuable as finding water in a desert.

     

    - cannonball made a great point that amateur musicians should be equally encouraged to participate (no solo OSTs this time Cammy!!!) and Xaser stressing that you want to add new dehacked enemies before the project starts is spot-on.

     

    I got a couple other reservations but I'm not the one running the project :P I wish all new mappers that sign up the best of luck & to try and enjoy themselves. Don't go into this expecting to make your magnum opus or win accolades—just start with a cool idea or urge to map and see where it goes from there. And to obake—it's a looooong and winding road to the final release, so I hope you're a patient fellow.

    As far as map slots, I said in the initial post that slots are up to be reorganized for balance. I totally agree that map order is super important; that's why I also specified no map 07 specials, because the order of the maps is likely to change.

     

    As far as prioritizing new mappers, I totally agree! It is something I should have thought of more. With that said, the more experienced mappers with map slots can contribute to Megiddo instead, since Megiddo has always been more established mappers as far as I can tell. This opens up more maps to newcomers.

     

    I will absolutely encourage playtesting, and as far as the dehacked enemies go, the two are in the works specifically for the secret maps and nothing else (one is not really even an enemy, just a decoration.)

     

    Thanks for your invaluable feedback, and for helping the Nova series get its footing. Without your guidance there wouldn't even be a Nova IV to begin with! :)


  7. 3 minutes ago, Hebonky said:

    I'll take map 31 I'll cook something... strange...

    I can arrange that.

     

    5 minutes ago, Tartlman said:

    Might as well request the last episode 1 slot, have never participated in a community project or mapped in MBF21, but here's hoping this could be a great start!

    How would you like to help work on Megiddo IV? You can keep the theme of episode 1 when making it, since Megiddo has always been a (little bit) of a mashup.


  8. 2 minutes ago, cannonball said:

    Well someone grab the proverbial shackles and attach me to the nearest computer station because I probably should do some playtesting for this.

    Just a couple of things - Having distinct themes is fine but personally I wouldn’t be too strict on the map numbers for each episode, that also includes going potentially over 32 maps, especially given the compatibility choice.

    Secondly, I would love to broaden the scope of Nova to potentially include people new to other elements such of making midis.

    Lastly as the notion of a Nova 4/4ever had been in my mind, having the final map be Megiddo feels right if the intention was to make this the last entry in the series (Megiddo (4/For)ever feels like a a good name).

    I like this! Especially the part about new people making midis. I will add to the initial post about that :)


  9. Finished the map with 98% kills and one secret. My review may spoil some surprises, so readers may want to play first before reading.

     

    The map starts out as a simple combat puzzle, with a hub and two small connecting areas with keys. This part is alright, though the Baron may be a bit much given I didn't have the SSG at the time, and no rockets left.

     

    Once I pressed the exit door, I was thrown for a loop; I submerged into a huge Hell area full of every baddie imaginable. The map suddenly twists into a slaughter encounter. This part, though sometimes frustrating, is also tons of fun. There are enough Supercharges to keep you in good health, and ammo is well balanced if your careful with the BFG.

     

    For a first map published on the forum, this is a great experience. I encourage everyone to give it a try!

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