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CEOofAEP

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About CEOofAEP

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    Green Marine
  1. CEOofAEP

    How do you map?

    :revives threat: Seeing how I started off in 1995 and grew up with DEU 5.2 and 5.33 GCC (or in other words, learning editing without a 3D-preview) has me (heavily) relying on scribbling. I'm somewhere between technical and creative (meaning, my levels are neither technical enough nor creative enough) but I've always been the sketching type. No, not sketchy. Sketching. Drawing used to be a big hobby of mine and even now, with DB(2) I am still quicker with pen & paper when it's just "jotting down" an idea for later. I still have a whole notepad worth of single pages (or even just little memo-sized pieces... anything I can get my hands on when an idea hits me). Those pages are often tightly crammed with ideas, quickly sketched out in some pseudo-3D or top-down view (or both, depending on complexity). The ideas I pin down can be anything from a single room or just some idea for machinery, archways, pillars, staircases or whatnot- to a whole area / concept (but hardly ever a complete level). Sometimes I also just write down level- / area-concepts in a few simple words like "start off in plain view of the exit" or such. Yea, original example, I know. When it comes to putting those ideas to work in a level, I usually pick those ideas that work best together, out of that "goldmine" and weave them together in a believable fashion. Or so I tell myself. My perfectionism (lack of reaching a point where I am satisfied myself), paired with my megalomania (planning out a whole episode for DOOM 1 and thereby "ninefolding" my potential reasons for disappointment with myself) left me with 9 levels that are all 90% done and a 10-year-hiatus, though... which I am only now slowly awaking from. Needless to say I never published any of those levels, either ._. So... dunno how much my word's worth =D
  2. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Yea but I am special. It's better when *I* ask the question than when you d~... what are you doing with that BFG? O_O;; In other words... thank you for the pointer *takes part in discussion* ^_^
  3. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    I just wanted to thank all of you (again) for your (ongoing) support and your hints and pointers about what engine to use for the results I want to achieve ^_^ I feel like I am well enough prepared for what lies ahead of me now. *bows* When I wrote this comment, I had started to write yet again on what progress I made over the weekend (etc) but I presume you guys aren't really all that interested =D For those of you who *are* interested, I recommend a specialist on mental misfunctions. Ehrm. I mean... I started a WIP-Account and will eventually get around to posting there. Only one more thing (for now): How do you usually pin down (level) ideas? I got to the point / state of mind that I was at, 15 years ago... where I'd almost constantly be scribbling little ideas and mock-up structures / rooms / consoles / etc. in pseudo-3D on pieces of paper ^^; When I am at the PC at the time, I nowadays *sometimes* write a small level that incorporates the idea... but even these days I still find it easier to draw / scribble it at first (the way I want it to look) and then get around to using it eventually / working out how to make it possible in (vanilla) DOOM ^^; How do you guys do it? How often do you just write levels "as you go", room by room? If you ever do that at all? I find that the levels that one writes just for the sake of writing them (without a specific idea in mind) often turn out a bit bland / boring. I mean- even if you manage to make them *look* good, they don't *feel* good. You know? I've seen this discussion before somewhere on here- about what best editing techniques to deploy- that it's recommended to lay out the general structure of the level first and then add detail later... ...but that doesn't really apply to me right now, since I am almost entirely just retouching the levels I already have. I'm just curious if you guys have some sort of "common approach" of sorts- if you don't mind sharing =)
  4. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Bump! *hides* Thanks for your insight... I was close to doing that (binning) but then finally came up with some ideas on how to improve the design and layout to make it look more realistic =) It's close to binning most of the level, though. lol. I even gathered some reference images on how "actual" offshore Rigs look like but was reluctant / found myself unable to come up with a way to put those images to action... but it feels like the wall I was running into... uhm... is finally not impassible anymore xDD So this weekend will be a architecture-a-thon. I hope I can fulfil my own expectations ^_^
  5. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Hrm. I find that it's harder to retouch and remodel the existing levels that it'd probably be to make new ones. But I'm not giving up... yet =) Any tips on what *you* usually do to overcome this... sort of... "author's block"? I'm determined to get them done in the order in which they appear in the episode- but that keeps me kind of stuck at my E1M1, still. Maybe I should just skip ahead or write something new instead, so my creativity doesn't keep hitting that wall of not knowing where to go with the level =D I'm still not entirely sure if I should remodel the "upper area" of that oil rig (E1M1) ...it'd look cooler and I already have a few ideas- but it wouldn't be the "real thing" anymore- not the original architecture that I came up with in 1996. hm. Either way, I am likely going to publish the "before" and "after", once I am done... and not only the "after" =) Just letting you know I'm not dead yet ^^
  6. I seem to notice a trend, here... maybe you should... reflect upon this? Find your inner demon? ^_^
  7. Muahaha... "ABANDONED SHADOWS OF PAIN". I want that level. NOW. hehe.
  8. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Tolwyn! Thank you. Yes, you are right. I don't know you. hehe. No but seriously- thank you for your input- I am looking forward to "eradicating that flaw" (of not knowing you ^^) I am actually quite interested in SkullTag and would quite likely be digging into it right now if I didn't still have my 1996 maps to retouch and bring up to par. I even had some ideas of how a sort of "capture the flag"-ish gameplay would've been possible through level design, back in 1996 (based on keys and lifts, moving platforms and such) but never got around to actually test that idea. It looked good on paper, though. lol. The ideas I said I had for my Oil Rig (E1M1) level are working out nicely so far, if I may say so myself- but there's still alot of work to do, since I am going to go with what I suspected I'd eventually do: Remodel the entire "upper level" of the map, as well. *sigh* I don't know how long that will take, though- I am beginning to realize why I never published my maps in 1996... I never seem to be fully satisfied with what I do. lol. Wish me luck.
  9. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Thank you thank you :3 *bows to esselfortium* I get what you're saying- thank you for putting my "vague impression of my own shortcomings" into a somewhat concise, written form ^_^ This means Gez, too =) The level is meant to look / feel like you're raiding an offshore oil rig to open a gate and advance towards the coast... it's split into 2 areas, one is "below the rig" (as seen in the screenshot taken in Doom Builder 2) and one is on top of it... of course all with 1996 technology, so there's no real feeling of continuity but instead you use a teleport to get to the top. I mainly just wanted to show what I meant by the whole earlier rant about "still having to get a hang of how to add detail in a believable fashion"... I know it still needs work- so I definitely appreciate the pointers. I'll most likely get rid of the cement again- it's... visually disturbing, the way I'm using it. I agree. I'll find a way to use accents and highlights appropriately to create eye-candy... instead of doing a "there's still room left!"-random-detail-flooding =D EDIT>>> The pillar / support that's right above the center crosshair in the second screenshot is kind of a last-minute addition... the BROWNPIP "block" above it "felt" unsupported, kind of- like it wouldn't physically feel comfortable where it is, unless supported- so I experimented with the idea of a support for it. That one support now looks lonely. It also kind of blends in (too much) with the BROWN96 it "grows out of". My whole color concept (or lack thereof) definitely needs more thought. I mean- it's not totally crappy (at least I hope it's not) but it could look much better. I might just revert it all to a much heavier use of greys, with an occasional ickwall highlight and more supports, in a contrasting color. I already have a few ideas. I am also currently looking into photos of actual oil rigs... I did that in 1996- but not anymore, since then. The building in the "on top of the rig" part are grey (the biggest one), one is BROWNGRN, "bonus" structure there is SHAWN... it doesn't blend in with the rest (obviously)- but I didn't want it to =) ...the platform itself it brown (FLOOR7_x) but the storage tanks use the CEMENT variety of textures. I might revise that, too. *sigh* The more I think about what the level *could* look like, the more I am considering to vastly remodel the top area, too... actual oil rigs have much more height-variation in them and mine just looks like someone put a few buildings on top of a platform. Which is, basically, what I did ^^; <<<EDIT Also: There shall be light! (there already are some lightsources but *this* angle of view on the level is obviously somewhat dark, agreed) I still need to get a balanced feeling for what my maps *should* and *could* look like (now that it's easier to enhance my maps)... and refrain from just thinking about what might be possible to be added (now that it's easier to mess my maps up). Mainly, this screenshot is just the "most visually cluttered" example I have of my current (re-)styling foray... and I thought I should throw it at you now before I travel too far into the wrong direction and it's too late to turn back ^_^ Then again, of course, these levels are mine- they shouldn't look like they're by esselfortium... but common sense and style are something I'll gladly learn from him- and everyone else willing and able to teach =) So thank you all for your input, yet again... I'll put it to action toda~ ...tomorrow =D EDIT: "Now tomorrow is today!" ^^ *end babbling*
  10. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Indeed! Don't let detailing get in the way =) For me, it's often that I have an idea (or several) that I want to go with... usually I scribble it out on paper the way I want it to look in... "3D", long before I actually end up using it. This can be anything from a concept of how to make a nifty-looking pillar- to a whole building complex. Then at some point when I make a level that would benefit from some such idea, I work it into the map =) But in this case, detailing doesn't so much get in the way of laying out the map, really- since the *layout* of my maps is generally done (the whole episode was pretty much complete in 1996). There's 2 exceptions- I am dissatisfied with the way my E1M2 turned out (it's mostly just a long canyon without too much of a "whoa!" in it. Or even a "hm.", for that matter). And my E1M6 (an underground base dedicated to the idea of its layout changing alot as you run through it)... is crap. lol. Those are the ones I want to redo, in the case of E1M6 probably from scratch. But yea- the others are done, concetually- and are going through "brush-up" at the moment. Which takes longer than I thought, even with "cutting edge tools". Hehe. Maybe I'm just slow ^^; Here's a before and after of a part of E1M1: (the "before", also "before texture alignment" ^^) (the current "after") Like I said: before Doom Builder, I was a bit too cautius about what textures I'd use, since I'd have to align them all perfectly in order to allow myself to ever publish them ^^ ...but now, the level of diversity I use might be a bit "much" (in this case, brown, grey AND cement in the same view)... ...what do you guys think?
  11. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    I'll try those settings but the error is actually gone now that I "undid" those changes (they looked odd anyways ^^) Which brings me to my current problem... My morbid love for detail. Back in the day, I often used semi-simple architecture and somewhat alignment-tolerant, "forgiving" textures in order to achive a nice, consistent overall appearance without any ugly misalignments to distract the player... But now... with instant preview of the changes I'm making (especially to textures and their alignment), I'm getting carried away. I am now making all the things I always wanted to but was too reluctant to do because of the immense work that would be involved. If you looked at my E2M1 you might notice that I stil *did* put in a healthy(?) amount of diversity, nevertheless (for my own taste)... even though it meant hours (and hours and hours...) of aligning and going back and forth between DEU, BSP and DOOM. But now I am actually going slightly overboard. I mean- not GOTHIC-overboard or "prove of concept"-overboard... but I did catch myself adding things like notches and beams in places, just because I feel like "there could be more detail there", without them being necessary (or *looking* necessary). I'll publish my E1M1 in a "before-and-after", when it's "done enough" if you're interested =) Maybe you can tell me what I could do better. Some of it still feels a bit "fake", if you know what I mean. Like the creator of the WAD tried too hard... Wait- that's me! v_v
  12. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Thanks- yea I'm using exactly that. It's "built in" (included with) Doom Builder 2. It's version 1.2.1 but I had it set to "fast" setting for level testing (the default of Doom Builder 2, it seems) which does not build the reject...map(?). I switched it to "Normal" now. The error is gone now but I don't know if it's because I undid the changes or the changed BSP-settings. but at least it's working now =)
  13. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Guys... you guys =] I keep repeating myself but seriously... thank you for sharing your collective, accumulated knowledge and experience with me =) My E1M1 is polished and carefully "up-detailed" now, still dealing with a bonus room, though- but that should be done soon... then I'm off to E1M2. Almost done! lol. Well not really- but working on it. btw here's the screenshot I mentioned: I already undid the changes (but didn't check again since then). If it still happens, I'll also push some vertexes around and see what happens =)
  14. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Ah yes. I was almost "happy" too see a "hint of HOM" (sounds like a perfume) in one of my levels... the kind where you see a very narrow bit of vertical "debris" in the distance. Like there's a wall, far away, that's going from the top of the screen to the bottom instead of sticking to it's surrounding floor and ceiling heights... I think that's one of the things that PrBoom+ would "filter out" if it wasn't behaving like Doom v1.9 - right? I don't think I saw it before, when testing in Eternity (while not telling it to behave compatible in any way)... but I made some changes to that level since then so I don't know for sure. BTW- what exactly causes that error? I always assumed (and think I read somewhere) that the Doom engine does that when there are too many lines in view behind each other... or such? I need to get back into the actual names of "stuff and things" in the Doom level editing environment so you people don't flinch every time you read my posts =D I used to be fluent ^^; (screenshot follows when I get home - just thought I'd "post ahead")
  15. CEOofAEP

    I used to be hip in 98. What happened? [editing]

    Just a question... I hope someone can help: in PrBoom+, it seems that the settings for "Doom Compatiblity" are (almost) all default set to "No". For example, "Use exactly Doom's LineDef Trigger model" is set to "No". Do I change all values to "Yes" manually in the Settings- or would these be affected automatically if I start the game with a parameter... I think, Super Jamie, you mentioned "-complevel" set to "2"? ...would I still have to override values or would they be set appropriately for the "session" with the command line call? Just want to make sure I'm not missing anything. I'd try out a few more things myself right now (started skimming the "usage.txt"-file that came with PrBoom+) but I need to head to bed- it's 2am. lol. So feel free to answer but if you think I am getting too carefree and lazy, I'll just read into it myself tomorrow =) Good night!
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