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About DMPhobos

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  1. DMPhobos

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

    Here's a layout shot of an UDMF map i've been building...
  2. DMPhobos

    How many maps have you created and released?

    Don't have a big resume unlike many people here, but i'll share how many maps i have done and released Released maps for completed or abandoned projects Arctic base - 1 map Eternal damnation - 4 maps Darkmoon alpha - 2 maps released Complexe16 - 1 map Eagle mapping project - 1 map DWMP18 - 1 map Verse Hopper - 1 map The joy of mapping 6 - 1 map Speedmap session - 1 map Now as for maps that i've done and are pending release for one reason or another at this moment Interception 2 - 2 maps, plus one collab Community chest 64 - 1 map Darkmoon - 1 map Nova 3 - 1 map 48Hk - 1 map 1000 lines CP - 1 map So uh, that makes 20 maps, 14 of them were made on 2018 and only 1 was completed this year. So yeah i wasn't really productive before 2018 hehe. I have some unreleased, more experimental maps that i've worked more over the years, but frankly i wouldn't count them since they'll most likely never see the light or day and a good chunk of them are incomplete
  3. Fantastic article, thank you for sharing it!
  4. DMPhobos

    Back to Saturn X Episode 3 [WIP]

    Oh yeah!!! finally!!
  5. DMPhobos

    The screenshot you are most proud of

    It's hard to tell honestly, if i had to chose at this moment, i think it would be this one since it got positive attention at the time i shared progress of this map
  6. DMPhobos

    Very, VERY worried about the final product.

    Funny how on a lot of discussions, people still assume Bethesda as the ones making it, despite the 'Id software' logo at the intro of the previous game. It just shows how much Bethesda came to overshadow Id over the years
  7. DMPhobos

    Any advice for a first time mapper?

    Early on it's best to keep doing individual maps, if you're interested in doing a mapset in the future, it's best if you wait to hone your skills a bit more before you tackle such thing. Keep in mind height changes as mentioned previously, it's common that many first maps feel quite flat, but that's okay, try adding a platform for some monsters to fire at the player at different heights. Small details such as this can make a map shine. Also keep in mind the type of monsters you use, and where you use them. Flying monsters are great on open areas, and melee monsters such as demons are great to slowdown a player during combat, and hitscanners are usually high priority targets so that means a player will likely try to take them down before any other type of monsters. And remember, monster infight is a thing, so be careful were you place different types of monsters since the monster behind of it could trigger a fight (if that's a good thing or not that depends on what you want on your map). A general advice that always remains useful regardless of mapping skill, it's to keep playing other maps. If you keep playing other maps that you enjoy you'll find something that matches your tastes. You'll start to find some cool traps, interesting visuals, and other creative ideas, inspiration it's invaluable while building a map and playing a map that you enjoy it's a great way to get some. Also related, one of the best ways to learn new tricks it's by opening other maps to see how everything works, you'll learn a lot by taking a look at other maps in the editor, so don't be afraid to do so. As for the visuals and detail, there are many small details that are quite simple but make a big difference, such as using different light levels to contrast some areas or having some ceiling changes. Texturing it's quite important, a map might have a main type of textures (such as a base themed map having a lot of metal textures, or a hell map having green marble textures), but by changing a different texture theme on some areas can bring some life to a map and help to avoid making your map looking a bit monotone. Early on your maps might not look the best, but as you keep making you get better insight on how to make better looking maps, and start to develop your style.
  8. DMPhobos

    Do you still have your very first map?

    Yes i do, i have my first maps and they are awful and shitty, back when i was learning how to mod the game sometime in 2003/2004 i was more interested in what i could 'recreate in doom' rather than on doom itself, hence why my first mapping ventures were by taking maps already done and i would modify them and replace sprites or textures to fit them into a certain theme. ship.zip This little piece of crap might be my first completly original map that could be finished from beginning to end, it's supposed to be representing a ship from a certain show and i had replaced all the demon sprites for... uh... something else... i removed them, but i left some of the terrible computer sprites, including one that was supposed to be like the consoles in goldeneye lol. The map was done on DeepSea and you can tell, it was done by someone who had absolutely no idea how to use the editor and how doom maps work, it's quite broken. dmr01.zip The second one is different, this was my first 'Doom' map since it was actually themed around Doom and not something else, i was introduced to the 'doom in hexen format' and i discovered the 'thing_hate' special. It blew my mind that i could make things fight each other intentionally, so i did a map where a city gets invaded and there was a big battle. It was the 2nd map i ever did with Doom Builder, so it's quite improved over the last one, but it's still crap. I remade this map in 2007, and it was crap too So uhh yeah, looking back at all the crap i had done over the years i realize that i didn't started to make decent maps until 2015/2016... damn
  9. DMPhobos

    The DWIronman League dies to: Fomalhaut

    Dead with 290 kills, i used gzdoom with compflags, cat 1
  10. DMPhobos

    What are you listening to?

    I've been listening this midi nonstop after seeing major arlene stream this map hehe
  11. I think rule 1 is really good, not so much because is fun to beat your map, but also it ensures the map is balanced correctly, so i think it's a good practice for a CP to have mappers submit a demo along with the map. Restriction rules are fun to get around and make the best out of them, so i enjoy mapping with a Vanilla rule too, i like mapping there since it forces you to be creative to get around the limits, and you start to rely more on architecture to create more interesting places instead of detail. And also because i love to play the maps on chocolate doom hehe That said, i would like to see more GZDoom friendly CP's since we don't really see many projects of that type often, and it's cool to see what kind of maps people are able to make once the limits are removed.
  12. DMPhobos

    1000 Line Community Project - No map slots left

    I managed to complete a techbase map, so i'll share some screens, i managed to keep it at exactly 1000 lines :P
  13. DMPhobos

    Doom board game anyone?

    I got my copy it back when it was released and it's quite fun to play, i would love to see an expansion to get a new excuse to replay it again, but sadly the group of friends i used to play the game with, rarely gets together nowdays... still a fun game, and the figures are quite awesome
  14. DMPhobos

    Share a random fact about yourself

    what, you're supposed to like only one of them? shit! now i gotta choose one and hate the other... I like them both too, disliking a band because of a 'rivalry' going on with another one is dumb imo