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Bobby :D

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About Bobby :D

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  1. Bobby :D

    GRUNGO.wad

    I hope Grungo make Grungo pariental figure go happy :D
  2. Great microcosm of material techbase structuralism. Highlight is the middle wing structure in general, very strongly defined with lots of interesting sightlines (the tekgreen dimly lit corridor and the exterior exit shot being really cool) and would be a great place to develop a longer map from.
  3. Bobby :D

    What was your Doom moment of the 2023?

    The peak moment was when the Gaylord got partially flooded and I had lost 2 hours of sleep before my flight back home. Nah but fr Quakecon was amazing. I don’t think any other moment compares to all the interactions I had with all the doomers there. If I had to single out a highlight, had to be eating some homemade BBQ with some of the crew, great times and food literally goated with the sauce.
  4. Bobby :D

    thoughts on The Doom Awards™

    It really saddens me to see how some people will just use whatever means necessary to manifest their spite. I love writing for doom, and a lot of other people do as well, it’s just a tragedy people just want to pimp out chatbots to do it for themselves. I’m glad that because of its fumbling carcass nature it hasn’t taken away that much from the amazing write ups and other work that people have put out for the 30th that have already motivated me to be a better person, let alone creator, myself.
  5. I’ll eat the slot. Munch, Munch, Munching sounds
  6. Bobby :D

    12 Maps I Loved This Year

    Thanks so much for the kind words. Also, thanks @Korp for the perfect midi. I'll write about my favorite WADs of the year in another writeup thread, I can contribute a map writeup after I'm done :D
  7. Bobby :D

    Mapping - how much of it is talent?

    Exactly none of it is talent. I would like for you to go to anyone in this list who is currently alive (or anyone “talented” in the game dev sphere to be more realistic) ay to their face “you must of been born super talented”, and get their reaction. They will most likely tell you about their 10000 hours
  8. I normally would drop out at this point, but if A2Rob extends the deadline I can do something for this project this weekend
  9. Bobby :D

    The Above Avatar is Fighting You. How Screwed Are You?

    I will fold this twig
  10. LMK, I’ve do music for a living so I’d be happy to do some more with it!
  11. Bobby :D

    Tetanus | Now on Idgames!

    Aw, damaging floors (or a giant ocean of water in this instance) are always fun :D That start was one of my favorite things to make in the map, there's a few strategies to use which I hope are telegraphed by some of my monster placement (i.e. zombie/imp conga to the plasma, giant sea of rockets/rocket fodder to jump in leading to a goodie, etc.). One I regret not spending more time on balancing (or even routing) is bum rushing the blue key, having to take the lift back up just to get resources to have a more consistent chance was a mistake IMO.
  12. Bobby :D

    Tetanus | Now on Idgames!

    I was able to consistently beat the fight in vanilla with infinite height monsters. (And no BFG for that matter) Hey with how many misalignment I can imagine slipping through the cracks, happy this is the only one so far.
  13. Bobby :D

    Mapping Theory & Combat Design

    Said it perfectly, ultimately these are analytical frameworks that one need not entirely adhere to if they want to make something.
  14. Bobby :D

    Mapping Theory & Combat Design

    There is not a whole lot I can contribute not already covered in amazing resources created by many different level designers, professional or not, in their careers. I recommend researching the Level Design book, a compendium of common ideas and strategies of thinking employed by hobbyists and pros alike, it has a lot of elements to chew on. One thing in particular I found interesting was analyzing maps in different lanes, a concept common for analyzing multiplayer maps with an emphasis on streamlined and circulation level design that can be reapplied back to doom due to the retroactive influence of popular deathmatch games like Quake and Unreal. Most level design theory can stem back to people trying to figure out what made different parts of Doom and Quake work like a damn charm, so it's really interesting to see the result of that analysis implemented back into the same game again. To give an example of what I mean, in a later post I will utilize analytical concepts from the Level Design book as a loose frame work for describing how some maps from Scythe 2 are organized.
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