Big Ol Billy

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  1. Mostly just Googling for me, which usually takes me to a wiki, Doomworld, or Zdoom forums. It's also good to keep notes, mental or otherwise, of cool things that you see in maps that you want to imitate or just make you curious, technically. I have a folder of "reference" wads, for example. You should have a big leg up having played and reviewed so many maps! As for formats, boom mapping has been a good way to focus on the fundamentals for me, but follow your muse! Speed/community mapping sessions have been good, too, since they give you deadlines that prevent you from going down unproductive rabbit-holes and give you a concrete, project-focused group to share thoughts and questions with.
  2. If you want to use the MAP30 slot, why not have a string of essentially blank maps that build anticipation towards the final battle. You're only lacking 5 slots, correct? For example, call each one "Countdown" and just make an empty black room with a big glowing sector number (MAP25="5", MAP26="4", etc.) where the player exits immediately upon moving. It'd be a lot easier than reworking your IoS fight and could even add a little style and drama.
  3. Interesting challenge, I like it. How about putting me down for MAP11, floating Mayan temple (sorta like a JOM5 episode 4 map)?
  4. Exhitionism v4 Ok, I think I've fixed the issue. Caught some other stuff, mostly visual, as well. Thanks for testing and continuing to move things along @Phade102, sorry I overlooked this. This map has been so finicky, but I was just starting to explore "advanced" Boom techniques back when I made it, so whaddaya gonna do... Original post on page 6 has been updated as well.
  5. @Phade102 Hmmm lemme see what I can do. At one point it was completable in prboom but I probably broke something with later changes. I know a lot more about boom now compared to when I made the map, so I should be able to work something out.
  6. Doom is like life--it won't last forever, but seeing how much joy it can bring to however many people is a great adventure :D
  7. I did briefly check out your map. It's kinda hard to comment on in its current state, but I think it has promise. The style is on point for a hell map (though textures haven't been aligned) and the one slaughter battle you have now is simple but fun. I think there are a few things that could improve that fight (can't speak to the others, I didn't get a chance to noclip and look at them). As I see it, it comes down to how you want to use the arch-viles. Right now, the fight is initially a matter of hunting down the viles. That aspect is fun, but there's little margin for error--2 blasts pretty much always kill you and there's almost no cover, since the pavilion is hard to get back on. That means that keeping the viles distracted via infighting is the main realistic option, but for me it's pretty finicky and leads to a lot of random-seeming instakills. As rdwpa has said before, a lot of the fun in games comes from working to manage that precarious state between clear success and clear failure. In this specific fight, I think you would get more of that from some combination of the following: --more and dispersed health, so that you can survive a few vile blasts but you have to stay mobile and dodge a bunch of enemies skillfully to do so. --more cover, so that the player has to balance hiding behind structures to stay safe from vile blasts with being vulnerable to other enemies that rip you up if you're not constantly mobile. Making the central pavilion accessible from many sides might help here -- ammo and weapons dispersed throughout the space rather than offered up front, again making the player navigate some tricky risk/reward situations as they move around
  8. Finally have a version ready for testing: Name: Solar Powered Intended slot: MAP31, has custom sky (by Mechadon, modified by me for vertical tiling) Tested with: PrBoom+ (-cl9), GZDoom 3.1, High Noon Drifter Difficulty: all implemented Requirements: Nova 3 Resources Music: "The Strange Machinery of Ancient Religious Sites" by me (WIP) Description: Oh great, now the UAC is researching solar energy. Deep in the Amazon, no less... Features: Light puzzles (in more than one sense!) with Boom-based "machinery" Fully implemented difficulty settings. The experience is *very* different depending on the skill level. DW regulars should try UV first, though. A difficult, mysterious path to the super-secret level Credits: Screenshots:
  9. Gotta nominate the Doom Loot Box mod for Mockaward. Haven't actually played it, admittedly, but it's a crafty bit of commentary on AAA game publishers that also implicitly argues for Doom's continued modern relevance. Has gotten some nice media attention for the community, too.
  10. Very much want to join in, gotta see if I can rearrange some things in my schedule first though :|
  11. There's a false premise in the question, imho. Obviously all creative work depends on past influences (on the creator's part) and expectations based on past creative work (on the audience's part). But in general I think you're more likely to get greatness when creators can apply well-honed skills as they explore new, uncharted territory. Having examples to learn from is great; a lot of times, it's also simultaneously a burden. There are a gazillion Hitchcockian thrillers by filmmakers who have spent years analyzing what made Hitchcock's films tick, but few hold a candle to the master, who was of course inventing rather than following a blueprint. Those Hitchcock disciples that made a name for themselves, like say Dario Argento or Claude Chabrol, were the ones who ended up using their knowledge as a springboard to create a substantially new kind of cinematic logic. Similarly, classical music theory programs teach tens or hundreds of thousands of musicians the basic rules that govern a specific period of Western music, but the composers that make a contribution to the discipline are the ones that move beyond (often far, far beyond) these rules to create new and different approaches to structuring sound. This is why I often feel of two minds about game design theory, even as I find it fascinating. The implicit (and sometimes explicit) claim of most game design theory stuff is that by studying past work you can find rules that will help you make a better game. But in most cases, what distinguishes "great games" is that they contain design choices that both (1) "work" and (2) aren't simply the application of previous knowledge and practices. And oftentimes pathbreaking creators themselves have had a mostly intuitive understanding of what really makes their games work, not the formalized models to which game design theory vaguely aspires. (I think this applies to id circa Doom--I don't think the OG levels are untouchable, but they do radiate a kind of joy in exploring brand new tech that gives them a special magic to me.)
  12. After Doom is a good one if you don't mind Zdoomisms. Major Arlene has a good playthrough. I'm not actually sure it was officially released b/c it controversially incorporates the entirety of E1M8 (quite effectively imho). Insanity from Going Down is an interesting choice--I think of it more as a depiction of a psychological state than hell, but the two aren't necessarily so different (depending on your theology :p ). Speaking of alternative hells, has anyone ever done an ice hell? IIRC, there's a long tradition of depicting hell as a cold, dark place rather than a fiery one. Dante's Inferno actually has Satan frozen in ice, for example.
  13. Very cool. Don't speak Portuguese myself but this project deserves to be spread far and wide.
  14. Very close to having a map ready to submit, I just have to finish transitioning it to PrBoom+ cl9 compatibility (started it as a boom-compatible map but tested only in GzDoom... not the wisest move on my part). I'm gonna pitch it as MAP31. It's jungle-themed with some quirky features, maybe-controversial design decisions, and an elaborate secret that would be a natural exit to the super-secret level. Hope this project makes it over the finish line, looks like there are some impressive maps here.
  15. Thanks for tackling JOM4! Your playthrough of my map (E2M9) was probably my favorite of all the streams yet. All the little stories you make up and impromptu conversations you have with the monsters are hilarious.