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About Dutch Doomer
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Plutonia 3 [boom-compatible megawad] - Mini Teaser Release
Dutch Doomer replied to Joshy's topic in WAD Releases & Development
Yes. -
Not too shabby. A nice mix of stock textures.
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I like the texture choices, a cool combination between Star textures and Metal, like Doom2 meets Doom. Always appreciated to see people make maps with that rock texture, altough I find it hard to accept it my own maps. I think the biggest challenge is to see this through all the way to the end and turn it in a playable map, building the map is a big part of the whole process, but you still spend considerable more time on bugfixing, playtesting, finetuning etc. Some more texture variety, texture alignment, lighting variation, Just take your time on it, don't try to rush it out the door, and most of all enjoy working on it.
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I love these albums!
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Something new I started on. I feel like I should stop making tech maps as the setting is getting somewhat boring for me. But its difficult breaking free from the "making tech bases flow" or something in that nature. Got several of these tech base themed maps in progress all at the same time, but they all look similar, which may or may not be a bad thing. It does look good enough, so I'll probably keep working on it.
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Tedious work, detailing this room. Probably never gonna do it like this ever again.
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Doom by light years, less is more.
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Chemical Facility - (My first map/.WAD)
Dutch Doomer replied to JackalRelated's topic in WAD Releases & Development
Pretty strong map for a first effort. I liked how you could snipe monsters through windows. Not a hard map, a lot of the mobs you can just sneak up on and dispatch them without them ever harming you. I did kinda missed some traps here and there, monster closets or mobs teleporting in. Gameplay was okay but I didn't got that nasty surprise I was hoping for :p Detail was there, just enough I think, layout was good, I liked how you avoided squares or rectangles. But I did feel that it was a little too cramped, I think you need to work on scaling your rooms a bit more. Some nitpicky things like texture misalignments or moving doortraks, but I didn't mind that as this is your first map anyway. Also felt that the nukage slime pit could serve a better purpose than just scenery, I'd turn that into a secret area, or some platforms in there where Imps snipe you from. -
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Been practicing a lot with making rocks look natural, as far as you can accomplish such a thing in Doom without the use of slopes. All that outside space is an secret area, guess making a small room with a few goodies isn't good enough for me anymore. This style of mapping is really time consuming, frustrating when your wishing to make progress fast.
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More of the same from me, uninspired trash as usual. See where this ends up.
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What are your fav and least fav or hated doom textures?
Dutch Doomer replied to CommanderRex328's topic in Doom General
Least favourite ones: Brick11, Brick12, Fireblu, Steptop, Woodvert, and pretty much all of the Plutonia brick textures, can't see myself liking them enough to ever finish a map with those. Favourite ones, pretty much all I didn't mention, Metal and Tekgren always are enjoyable to work with, and they go together quite well. -
Big ass throne....
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Trying something again, haven't been designing maps in a while. So far not too bad, altough its a struggle getting somewhere with this map.
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My sister has autism, there is is a touch of that shit in me as well, and besides that I suffer from mayor fucking ocd. So all too familiar with that condition. Dad was a fucking drunk and using me for his personal punching bag, mom didn't give a shit about me, like ever. Being an outcast in school and getting picked on all the time. I feed of that shit, and feel as strong as ever now. Found love despite my wierdness even. Use the bad things in your life to improve oneself, just turn it around, or whatever.