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About Sparktimus

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  1. I would say that changing every single hitscan weapon into a projectile-based weapon is a bit too drastic of a change to say you're trying to keep the core gameplay in tact, but that's just me.
  2. Sparktimus

    The DWIronman League dies to: Hellfire: Dreams

    Well just you wait. I'm gonna smoke EVERYONE in the ironman this month. no i wont
  3. Sparktimus

    The DWIronman League dies to: Hellfire: Dreams

    Does Krypto really need to be sweeping two different leaderboards?
  4. Sparktimus

    How to Deal with Mapping Sadness

    While I agree that mapping solely for approval from others is probably not the best approach, I don't think not giving a shit about what anyone says about it is the best approach either. Mappers will always get better if they receive actual constructive criticism from their peers and are receptive enough to it. Of course, there's a difference between actually good feedback and calling someone's map a "steaming pile", but that much should be obvious. I'm definitely my harshest critic, but that can often be to a fault since it's very easy to discourage yourself and get caught up in only the negatives. Holding yourself to that kind of standard I think is only going to make you think that you'll never be good enough; that is, if you're actually not an arrogant blowhard and think that every single thing you make is gold and should be worshiped, but I think most people around here are actually more humble and helpful than that ;p Yeah, man. It's almost like being a contemptuous dicksnot to people is looked down upon or something.
  5. Sparktimus

    Why I hate the term "mapper".

    I, too, hate the term mapper. I prefer "Sandwich artist"
  6. Sparktimus

    What is your best map?

    I haven't made it yet. ;) But out of the five I've actually released, Schism is probably the one I favor the most. Even though I sort of can't see anything except its flaws anymore, I still think I did a pretty good job on it overall.
  7. Was so happy to be a part of this. Thank you guys for having me and thank you @Obsidian for choosing lil' ol' me as a partner :P
  8. ...or you could simply not play that wad, play on a lower difficulty, or learn some DeHacked/ZScript and remove them yourself instead of telling everyone to stop doing a thing you don't like because A) it will never work, and B) implying that there should be a standard everyone follow is seriously limiting as a content creator. If I sat here and made threads about things mappers do in Doom that I don't like, I would never get anything done. In those cases, the best thing to do is to adapt and overcome or simply concede instead of complaining about it. No one is chiding you for finding fast projectiles annoying. They're chiding you for stating this as an objective fact. When it comes to mapping/modding, hardly anything is objective.
  9. Sparktimus

    How to Deal with Mapping Sadness

    Oh, and one more thing I'd like to add on the topic of comparing yourself to others: Doom mapping is not a contest. It's good to use other people's work as a blueprint for how you could improve and it's perfectly healthy to want to make something that's as good as a wad you really like, but when you start obsessing over your creation possibly not being as good as something else, you will never ever be happy with what you make. Don't set your standards so high that you realistically can't obtain them. That's a huge catalyst of how "mapping sadness" even starts. It's when mapping turns from a fun hobby into a stress-filled nightmare of unrealistic goals and unwarranted disappointment. We are a community and it's safe to say that all of us want to inspire one another instead of make each other feel inadequate. Use other people's work as an inspiration, not an expectation.
  10. Sparktimus

    Ultimate Doom is deeply flawed beyond E1

    Unless you're being facetious here, there isn't, and never was, an objectively correct way to play Doom.
  11. Sparktimus

    Ultimate Doom is deeply flawed beyond E1

    Archies and revs are most certainly not wastes of time and they are certainly not crutches. There are countless pwads and even iwad examples where they're used very well. Plutonia in particular comes to mind. Hell, I don't think any Doom monster is truly a waste of time. It depends on the mapper and the map itself that determines if they're meaningful and engaging.
  12. Sparktimus

    How to Deal with Mapping Sadness

    Hey! I was actually planning on making a thread similar to this one a while ago, but never got around to it. Super glad to see I'm not the only one who has thought about this sort of issue. I dunno how valuable my input will be since I've only been seriously mapping for about 2 or 3 years now and haven't released much, but I'll go ahead and give you my perspective as someone who's mapping career is pretty young. It's also worth mentioning that I myself am dealing with depression and generalized anxiety and have been for quite a long time, so a lot of that tends to bleed through into my work and discussing it at times. I've been dealing with a pretty serious case of mapping sadness recently and it's spurred me to take a break from the editor at least until next year. I've been especially hard on my own work as of late and it could also be due to burn out since I think this is my busiest time mapping yet since, coupled with working on This Is Your Life, I also joined the Joy Of Mapping 6 sessions and collaborated on a map with fellow mapper and good friend Obsidian. I'm pretty proud of what we accomplished during those three days, but I can't help but feel disenchanted by some of my earlier work because of it. I also sort of felt like Sid carried me a little bit in some capacity during that, even though he insists that he didn't. Part of me can look at all that from a third party perspective and be able to tell that this is just mostly me comparing myself to someone else I perceive to be a better and more respected mapper, which is a little bit unfair. It's a trap I tend to fall into very often, especially when I compare my workflow to the likes of Jimmy or Mechadon who I think are mapping machines in their own right. One super important thing to realize when you first start out mapping is that comparing yourself to anyone is only going to lead to getting caught in a spiral and never feeling good about anything you do, even when you have absolutely every right to. This also doesn't just apply to mapping. It applies to everyday life too. Everyone goes at their own pace and no one is really expecting you to have to catch up to a certain standard. Doom mapping/modding isn't a race, nor should anyone perceive it to be. Releasing anything at all, however big or small, should always feel like a triumph. You were able to get something out on your own terms and that is absolutely something to be proud of, however how long it took. That brings me to the other big thing to realize: At the end of the day, Doom is a hobby. It's something we all do because we enjoy doing it in some capacity. Do not take this as me saying that making Doom maps is pointless or that it doesn't actually matter because that isn't the case. The amount of work and effort poured into it is something to truly admire and not downplay. What I'm saying is that it's important to realize that more often than not, it's something we do because we love this game and want to contribute to its everlasting legacy in our own unique way. It's the same reason most artists do what they do. They love the medium. They love making things. They want to share their creation with the world, regardless of what reaction it might get. That's also not to say that there aren't people out there who take it very seriously and want to be able to use those skills for a career. It's just as valid of a reason, too. It's just important to remember why you're doing it in the first place. As far as wanting to be noticed and appreciated goes, here's what I think needs to be understood. No one expects anything from you. Or rather, they shouldn't expect anything from you. When you boot up your Doom editor of choice, it should be because you want to, not because you're obligated to. I was actually talking to Obsidian about this the other night and he made a very good point. Everyone is wanting to get their magnum opus out of their head as quickly as they can, but of course, you aren't just going to be able to do it all at once. The maps you release are really bits and pieces of the bigger picture you want to paint. Hell, sometimes the magnum opus you thought you would make actually turns out to be something else, or maybe you don't feel like it'll ever come at all. That is perfectly okay, because the journey and destination are one in the same that case. You are releasing maps because you want to better your skills, but just the fact that you're releasing them is the beauty of it. And the more you release, the more people will notice and appreciate. The Doom community is so diverse and varied that there are bound to be people out there that will enjoy what you make. All in all, though, you have nothing to prove to anyone except yourself. It's certainly a nice bonus when people like what I make and I can't completely say that I only map for myself either. I do put the effort in and take pride in what I make, but I'm doing it mostly because I feel like doing it. It's a completely optional thing in my life that I have no obligation to focus on, and for me, that's the best path to take. It's the enjoyment of the doing rather than what I make at the end of the development cycle that keeps me coming back to it. You are contributing all the same, even if it isn't the map you really want people to see, and that's also worth being happy about. There have been many times where I have imposed time constraints and deadlines on myself and have ended up stressing and getting overly frustrated because I can't be creative on a particular day, which is perfectly normal. You can't just always have a creative spark or an idea every single day and be able to put it in the editor. Most times, I usually just have to draw a random grabbag layout to get anywhere because sometimes that's the thing I need to build off of. Generally, though, it's a better idea to just distance yourself from it if you can't think of anything and come back when you're feeling more refreshed and confident rather than try to squeeze blood from a stone. When you sit there and start cursing yourself because you can't come up with anything, it's safe to say you aren't actually enjoying yourself, and that shouldn't be the case. Remember: Doom is a hobby. You should be doing it because you enjoy it, not because you need to meet some quota. At that point, Doom stops feeling like a hobby and starts feeling like a job, and at that point, it's best to take some time to step away from it if it's stressing you out that badly. Of course, everyone has their own notions of mapping and has different ways of doing things. I do believe that Doom maps can be just as meaningful as any other art form. There are some truly beautiful and painstakingly-created Doom works that have graced the world and they should be seen as such, but still, they were most likely made as a labor of love rather than out of necessity. That alone makes Doom even more special to me. We are all creating for it just because. The game is 25 years old and still manages to maintain an active and consistent community, even moreso than a lot of games that came after. Every time I think of that, it makes being a part of the community that much more meaningful. I'm glad we're all here and that things like Doomworld exist. It's become a pretty important part of my life and I hope it continues to be. I can only hope that everyone else feels the same.
  13. None of the difficulties are unnecessary. I dunno where this attitude that anything below UV useless, but most wad makers try to configure for all difficulties. I know it's hard for some to believe, but not everyone plays on UV exclusively :P
  14. Sparktimus

    what are you working on? I wanna see your wads.

    From my WIP of E2M1 of This Is Your Life:
  15. Sparktimus

    SIGIL - New Romero megawad for Feb 2019

    Good thing the SSG doesn't actually work like that, then. It's more powerful than the regular shotgun, especially in close range, but it has more spread and takes more time to reload. Yeah, it mows through imps and zombiemen pretty easily, but it's not this "instant-win" gun that some people claim it to be. And I dunno about you, but chopping down Cacos or HKs at close range with the standard SG is the opposite of fun to me, let alone Barons.