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About alowe

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  1. alowe

    .net Framework 3.5

    If you're used to the DB2 interface, is it that hard to use GZDoom? Just asking cause I've never used GZDoom.
  2. My mistake. I thought he was just being a dick for his e-peenies. I take it back ;P
  3. Fonze, stop being a dick.
  4. I have a similar feeling. A lot of my maps end just due to exhaustion of ideas but ideally I'd like to make them 30% larger. I just refuse to pad them out with low level crap just to bloat it up. What I do for original content is I keep a pad of paper with me. I don't go out of my way to have ideas but let them come to me. Each time, something unique I've never seen in Doom before. Once I've got enough ideas I just do a map that has them all. Each idea is usually a room or set of rooms that can be put into any map. Doom has that thing where not everything has to be slavishly adherent to the plot. There is room to experiment. I found that trying to stick to a single theme is exhausting. E.g. if everything had to be an alien world, I'd quickly run out of ideas. So, I have no central theme, or have a central theme that doesn't dictate design (like, you're put through a random set of tests, etc). So, basically I think the solution is to collect ideas as you go about your life. For example, I recently thought, wouldn't it be cool to have a Dr Who Tardis in the game. Bigger on the inside than the outside and find a way to make it seem real in the game. There's also a robot construction factory I remember from another game. Would be fun to show the different stages of construction, power it up with a Megasphere then have the thing go haywire and attack you. These ideas are just on paper at the moment. Once the urge to make them real gets too great to ignore, I'll sit down and make a level out of them.
  5. I suspect it was a personal choice of the developer of the renderer in the editor. Perhaps they were thinking about being able to distinguish between different lighted areas more than making it look the same as what's in the game. It would make sense to have a game lighting toggle so you can quickly check or choose to edit with game lighting. Maybe the developer even thought of this and decided it would be up to the user to do this by testing in game, as it would be quite complicated to set up the editor to have the same lighting settings as the game.
  6. alowe

    How to go about learning to make enjoyable maps?

    The solution to conflicting ideas is to put them in separate maps. That way everyone wins and it helps increase the content of the wad.
  7. I've made maps over 3gb but you can get to a point where you do an edit and find nothing will render ingame. It's not a problem. You just have to go back and reduce the filesize by applying efficiency savings.
  8. alowe

    How to go about learning to make enjoyable maps?

    People don't need to get along to work together, they just need a good project manager. E.g. 1 person for map design, 1 person for scenery, 1 person for things and monster placement, 1 for graphics and 1 for music. And perhaps 1 person for scripting. Obviously the more limited numbers you have the more jobs people have to take on. Problem is, there just isn't enough people with the skills any more, who are also willing to be involved in a project (most have their own projects). Then there's always real life. You know: kids, wives, jobs, moving house/city/country etc. And people's mental health fluctuates. In my experience wives don't buy the "I must meet this deadline" excuse when they're not getting what they're wanting (like food on the table and your 110% dedication and attention).
  9. Interesting name. I wonder if each map was inspired by a unique way to get fucked :D
  10. alowe

    How to go about learning to make enjoyable maps?

    I also get inspiration from my sadistic side. I like to play with the player and made them bleed in ways they'll only realise how to avoid in hindsight :D Recently I had a pooly lit room full of Specters. Unbeknown to the player they kill all the Specters by triggering a crusher/barrel trap long before they reach the room. So, the room is now full of Specter corpses, hehe. The player enters the room triggering an Archvile to be freed. The Archvile teleports amongst the bodies and starts resurrecting them. By the time the player realises what's happening they try to kill the Archvile, but it's too late. They only hit the Specters and waste their ammo. There are two tactics in this case. Rush in and try to take out the Archvile quickly and risk taking damage. Or sit back safely but risk wasting all your ammo. Even when the player knows the trap in advance it's still possible to muck it up and come unstuck, or use too much ammo which is needed for the next section. The "reward" is a switch to access the next part of the level (and the next nasty trap). It's so much fun being evil, muahahaha!
  11. alowe

    How to go about learning to make enjoyable maps?

    One thing I do is leave a map for a few weeks then go back and play it with fresh eyes. During the map, if I think, it would be cool if this or that happened here, I take a note of that. It doesn't have to be possible within the game environment. Just important to get the idea down on paper before it's lost. For example, I might think. It would be cool if rooms morphed so that when you return to them they seem different. It would be cool to make the player have to pull off an impossible shot. It would be cool to create a trap that isn't an ambush or scenery based. Another thing I do is get inspiration from other games that don't have the same limitations as Doom and see if there is a way to make it happen using just basic Doom game dynamics. I've used inspiration from Films, Books, public art and architecture, dreams, wish-it-could-do-this when playing other maps. Anything. Edit: As I right this just had an idea for deathmatch/teamplay. I never play this style so others are welcome to try it. Wouldn't it be cool if, instead of just trying to kill each other, which is boring (for me), there was more tacticality to a deathmatch. For example, solving map puzzles that open rewards. Or flipping switches that make the enemy side's base more hazardous. Or, if there's a flag system. Switches that move scenery to the enemy flag that the enemy can move to your flag, so there's like a tug of war aspect to the map and it's scenery. Or switches that spawn monsters inside the enemy base. The kind of thing that makes other people shout "bastard!"
  12. This thread is giving me ideas, curiously not about vehicles.
  13. It's dark so hard to see, but I wonder how they did the seats inside the car.
  14. Nice lateral thinking to put the truck on it's side at 2:08, enabling a better modeling of the wheels and even allowing them to have a scrolling texture. Clever design :o)
  15. I like the hand caught in the door. That's funny :D