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About Bri
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Do you use hardware renderer or software renderer when you use GZDoom?
Bri replied to Lizardcommando's topic in Doom General
I used to use hardware but grew to love software a lot more. -
Fun map! Nice layout overall. I like how you designed each room as a kind of set piece. Keep mapping!
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I was lied to: it's not dumb at all. It's a great map! Keep going and have fun.
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Will MyHouse.wad cause a doom mapping explosion? + general MyHouse containment thread (all MyHouse threads will be merged here)
Bri replied to NoName667's topic in Doom General
Doom 2. Pfft! When's Hexen gonna boom? :P -
Why are theyre so many inmost dens remakes
Bri replied to Shakariki Heisenberg's topic in Doom General
I thought it was one of the better looking Doom 2 maps, myself. I like the The warm brick aesthetic contrasted against the blue water. And there's also good attention to geometry design and shading which breaks up the overtly flat appearance that most maps suffer from. -
Releasing stuff and later not being happy with it.
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Which prominent figures in the DOOM community do you look up to the most?
Bri replied to TheCaneOfTheTophat's topic in Doom General
I don't remember many names, but some landmark inspirations for me are Dr. Sleep, Casali brothers, Skillsaw and Romero. -
Question to mappers: Do you sketch your maps or make them up on the fly?
Bri replied to Kwisior's topic in Doom General
I usually play around with textures and working on a start room, get the look of it down, then go on from there. Then I'll be thinking of connectivity and where to place keys and good spots for monsters. Completely on the fly, I guess, but there still is some sort of method during the process to how it unfolds. -
Some Hexen love...
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Don't let the pressure of feeling like you've lost the spark make you feel bad or defeated. Just maybe step away for a little while, take a break and let it come back to you. I agree with others that there are aspects of discipline involved with any project but you've also got to not let the laborious side of it bring you down. If it's starting to feel like office work, you probably need a break. :P It's also important not to feel discouraged when you see stuff from other people that you think is better than your own. This sort of thing happens across every medium. So many directors, for instance, wish they had made someone else's movie, or music artists who wish they had written someone else's song, etc. I'm sure most doom mappers wish they had made someone else's wad. But everyone's work has something unique and their own personal style to offer, so even though you may not see it, your work can be as good as anything else out there.
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I like a healthy medium: detailed but retaining the blocky doom aesthetic. Just adding simple trim around edges, for instance, or adding simple pillars to flat walls; it all adds up to elevate the look of a map so much. Contrasting textures is also great to add volume and definition to the map. Mostly when I'm making a map, it's a vision of mine, so of course I want it to look as good as possible. And I find detailing does improve the enjoyment of playing.