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tomatoKetchup

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About tomatoKetchup

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  1. tomatoKetchup

    Mapping mind-set, creative stimulation, time management, etc.

    Thanks for the newer feedback. I've heard of that technique of giving yourself a certain period to finish a map and restarting from scratch at the end of it, but find very difficult to apply it. The reason is that I generally start a map with a certain idea and then find difficult to "fill the gaps" and turn that initial idea into a full map. But I'm generally quite happy with all that I've done until the moment when I run out of inspiration, and I just can't delete the work accomplished so far.
  2. tomatoKetchup

    Mapping mind-set, creative stimulation, time management, etc.

    Thanks guys for your feedback. However I have to say I'm a bit disappointed that no member with long AND prolific mapping pedigree commented on their experience of the whole thing... I am not looking to selfishly draw the attention on me here, I just thought that this topic would help all the new (and less new) mappers experiencing the same kind of frustration than me (and I'm pretty sure there loads here).
  3. Hello mappers of all experience. You are all welcome to read this thread and comment on it/answer my questions. I know there's already been dozens of threads about these questions, but here I'll try to be thorough and approach all the direct and surrounding aspects to take into account when mapping. The reason why I created this thread is because I reached a really decisive point in my mapping experience and don't know what to do. I am one of those numerous people that are always excited about trying something new but never get to finish anything, and keep moving on to the next thing, leaving half-done works behind themselves. I had happen to me with music composition before, and is about to happen again with Doom mapping. I am in a point when I am literally torn in between a strong desire to pursue the wad I'm working on and another desire to throw everything doom-related in the bin of my computer just to free my mind. I started mapping about 2 years ago, and have been working on this wad about a year ago. I have an overall idea of what this wad will be, but I'm struggling on the actual content. Since I started this project, I have been oscillating between periods of creative inspiration, sometimes so overwhelming that they keep me awake whole nights because ideas tumble out of my saturated mind and I can't stop thinking of "what to do next on my map" ; and periods of no inspiration whatsoever, leading to frustration, resulting in more sleepless nights. Lately those periods of frustration took over my creativity, becoming so powerful that they turned into real depression, and the mental block I am right now experiencing, afraid to even open Doom Builder because of all the psychological pain it eventually gives me. I came to think that the only solution now is to throw everything away to stop the suffering. So this thread is like a ultimate attempt to help me turn this whole mental bedlam inside my f#cked up head into something sensible and maybe come up with a more healthy way to tackle my mapping experience. TL;DR, I'd like to have your experience of mapping, especially the prolific mappers around here. How do you keep coming back at it, how do you progress through it and keep your head fresh and away from overdriving? Also, an important aspect that is not often brought up is time management. How often do you map a day? A week? How do you manage your time between mapping and the rest of your life (job, studies, family, etc.)? Do you give yourself some restriction in the amount of time you spend mapping per day or week? At last, do you have any tips about keeping the flow of ideas coming at a steady rate and avoid either saturation (to much coming at once) or scarcity? If you also have links to any articles on the internet talking about mapping/level design processes and mind-setting, I'd be happy to have a read at them. Thanks for taking the time to read this!
  4. tomatoKetchup

    Doom 2 Redux (Mapset Complete. Beta Release Incoming)

    Cool, here it is: MAP31 - Behind the Scene
  5. tomatoKetchup

    Doom 2 Redux (Mapset Complete. Beta Release Incoming)

    TraceOfSpades, are you keeping the map31 I submitted as a candidate to the project? If yes, would it be possible to list it as is on your main post? I wouldn't mind a bit of exposure and hopefully more playtesting to improve it and increase its chance to be selected.
  6. No bother, thanks for testing anyway. The teleporter maze can be beaten without trial and error, just got to find the combination hidden somewhere near... ;) As for the 4-switch puzzle, I knew it wasn't obvious and I would have reworked the puzzle to give more and better clues. But as it stands now basically, a combination of two faces on top will trigger the crusher wearing the face underneath. A picture's worth 1000 words: Although I must admit, the clue in the wall is wrong, two faces have been inverted, which makes the puzzle unsolvable by logic. On the picture above the mistake has been fixed. My bad...
  7. I actually made a combatless map a while ago. It was part of a mapset that I never got to finish but the map in question was completed. It consists of exploring a temple and solving a few puzzles, with a bit of platforming as well. It notably features a infinite staircase that gave me a hell of a hard time to build!! The map works only on ZDoom, and needs doom2.wad. Jumping and crouching not necessary. Freelook with autoaim disabled is required though. Another piece of advice is to play with the sound and make sure the music volume is not turned too loud compared to sfx's one. Maybe have a go at it and if you like it and think it would suit your project, then it's yours. There will probably have to be some tweaking and remaking of some puzzles but I don't want to start reworking it if you don't want it. :) LINK TO THE MAP
  8. tomatoKetchup

    The Longest WAD: hope you have a googol years to spare

    Ok I get it. So I should've said:
  9. tomatoKetchup

    Brutal Doom played in full 360 degrees with Oculus and Top Shot Elite

    I wasn't convinced by what I saw. I think VR is an amazing thing but it doesn't mean it will work with anything. Modern immersive games, ok, but Classic Doom played like that just looks odd.
  10. tomatoKetchup

    The Longest WAD: hope you have a googol years to spare

    You missed my point, it doesn't matter that your turing machine can be automated to play "eternally", because if it's built from normal matter (atoms of protons and neutrons), that matter will have been disintegrated and your machine reduced to residual energy in 10e100 years.
  11. tomatoKetchup

    Doom 2 Redux (Mapset Complete. Beta Release Incoming)

    The cage in the second room has a hole on the other side, you need to walk along the edges of the cage to get in and trigger the switch.
  12. tomatoKetchup

    Doom 2 Redux (Mapset Complete. Beta Release Incoming)

    Well, how about mine? Link's on the post before yours and I really need more feedback to keep improving it!
  13. tomatoKetchup

    The Longest WAD: hope you have a googol years to spare

    Theorically, Linguica's wad might not be finishable at all, here's why. The stablest baryon (particle of matter as we know it) we know today is the proton, and recent development suggested its half life could be between 10e33 and 10e36 years. Either case, let's say we start the wad right now, by the time the crushers reach their right configuration, all matter in the universe will have been disintegrated, including all the atoms forming the computer. Now let's suggest that we are able to code doom2.exe and the googol.wad information into pure energy, and we are somehow able to store that information into the stabliest object in the universe, a black hole (like in Eater from Gregory Benford) Even black holes are slowly evaporating due to Hawking radiation. We will have to make sure our black hole is big enough so it lasts at least 10e100 years. It has been shown that the decay time of a supermassive black hole of 10e11 solar masses (approximately the tenth of the weight of our galaxy) has more or less a decay time of a googol years, so the wad's information support will have to be at least that big. So much for a little wad...
  14. tomatoKetchup

    Doom 2 Redux (Mapset Complete. Beta Release Incoming)

    Ok I updated my map according to the feedback I received. Here's the new link: https://mega.nz/#!RoNxgQ7K!MNhR4bdY7Jr7txh3Z3sLYZIAjNVi2yYgDeJ2yCsnAXY Changelog: - The big door in the 1st room can only be opened from a switch close to the SSG, so players won't miss the later. The troopers guarding the SSG are also a bit more efficient at hurting the player. - Removed several Arch'viles and one Cyberdemon. - Fixed the missing texture in the BFG room - Changed the passage in the cave layout to make it a bit more manageable. - More rockets in the 2 Archies' room.
  15. tomatoKetchup

    The Longest WAD: hope you have a googol years to spare

    Oops, I actually didn't use cheatcodes but modified Linguica's wad to add the rocket launcher, but forgot to give the link to the new wad. Gimme a minute and I fix that
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