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Tango

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About Tango

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  1. what are you working on? I wanna see your wads.

    I love the look of this. is this released yet?
  2. Post Your Doom Picture (Part 2)

    another one-hour speedmap from today:
  3. What Video Game Are You Currently Playing?

    I had no idea this existed, looks pretty rad though haha. how does the gunplay and movement compare to PUBG and Fortnite?
  4. How to go about learning to make enjoyable maps?

    Hey mate, I have had this problem before pretty frequently, I have only recently found ways to reliably combat this for myself. I think about how much wasted time I could have saved my younger self if I could go back and tell him what I know now... so hopefully my advice can help you save yourself too haha. When I was younger I was really obsessed with releasing maps that would get me noticed, which meant making something really high quality. And in fact I stressed so much about trying to make something "great" that I couldn't settle for letting myself make something "ok," and as a result I wasted so much time trying to make sure I only put down content in Doom Builder that was going to be "great." I rarely let myself just sketch things out, or go wild and try new things, or find ways to make mapping fun for myself, because I was focused on getting something quality now and not later. Especially with the huge quantity of really skilled mappers in the community these days, it's really easy to get swept up in trying to be "one of them" and hold yourself to an unreasonably high standard. I prefaced this with "when I was younger," but I still carried this attitude with me to varying degrees until really recently. It's so hard to both be productive and have fun when you have set this standard for yourself and convinced yourself that it's not ok to fail at mapping in any way. Even with this anti-failure attitude, though, I would still get so motivated at times. I would be on the way to school and listen to some Castlevania soundtrack and become suddenly inspired for a mapset I could make that would fit really well with the music, and have these grand castles, and make 10 maps with a bunch of boss battles and new weapons and new monsters blah blah blah. I have had this happen so many times; I have so many ideas of cool shit I want to build, but nothing has ever come to fruition, and I think it's because of this shitty attitude I'm talking about, where I want to make something great, and I want to make it right now. If ever I decide to start making one of these ideas a reality, and I end up staring at a blank canvas for too long, I become so discouraged that I give up on the project, become frustrated with myself and mapping, and then repeat the process like a week later. Recently I started thinking about why this was happening to me so frequently. I remember thinking to myself that there was like a 1-in-10 chance of actually making something I liked when I opened the editor. Every time I opened up Doom Builder, it was a a total gamble whether I would end the mapping session in total frustration, or satisfaction with whatever I had made. Your post makes me think that this might be where you are right now, and that maybe you have a similar mindset that is holding you back. What fixed the issue for me was two things, I think: Playing maps and (crucially) paying attention when I play them. I don't play that many more maps nowadays than I used to, but now I actually pay attention when playing and auto-pilot much less. I take more notice of the situations that I am forced into as the player, where pressure is coming from and what monsters are applying it, and whether I am enjoying whatever situation I'm in. I now know what kind of maps I enjoy most because of this, and that makes it so much easier to handle monster placement and design maps around fights now. Being open to whatever means necessary to ensure that I can maintain whatever motivation I have at any given moment when I'm mapping. Sometimes I have enough ideas coming into it that I can start from a blank canvas. But sometimes I really want to do some mapping, but a blank canvas is way too daunting. In situations like this, old me would have stared at the canvas for 10 minutes, scribbled some bullshit lines down, and given up out of frustration. But now I know myself, so I think of ways to get around this. I can copy paste a map from Scythe and remix the hell out of it for my own enjoyment, never to leave my hard drive. Or I can write out a text summary of some cool fights in Sunder, and then use that text as reference to recreate my own version of said fights in a new map. Or I can open up the "post your screenshot" thread and find a cool shot and copy it in the editor, letting my imagination fill in all the gaps in the map that the screenshot doesn't cover. Or I can do whatever the hell else I want, because ultimately I just want to have fun mapping, and if I get something releasable out of it, it's just a bonus. After making those ^^ two changes, I almost never close Doom Builder feeling frustrated anymore, and never nearly as extreme as I used to feel. I do whatever I can to have a good time mapping, and I let myself try out stuff that might not work, and I never force myself to do anything I don't want to do (or try to map when I just don't feel like it). I haven't released anything since 2014 I think but I have nonetheless learned so much since then by just making maps for my own enjoyment. So I guess in summary my advice would be to take a step back, take the pressure off yourself, and let yourself enjoy the process whether you "fail" or "succeed." I'd also recommend reading this post by @rdwpa because I think it has been some of the most helpful mapping advice I have seen in a long time
  5. Post Your Doom Picture (Part 2)

    the result of a one-hour speedmap from this afternoon:
  6. Code Blocks type usage

    SLADE does have syntax highlighting capabilities for each of those I think, but I don't know much about how syntax highlighting works, or how easy it is to port syntax highlighting from one system (like SLADE) to another (whatever highlighter is used for the code snippets on here)
  7. played the first 3 maps, loving it so far! really cool theme, gameplay feels pretty solid, and I really like the music choices
  8. AshDream's 1st map released

    I never got back to you with more feedback about this map when you sent a WIP months ago D: so sorry about that joe. glad to see the map is finished now though, looks awesome! gonna give this a whirl and leave some feedback here in place of the feedback I never gave before heeeh
  9. looking at all my released maps on the archives (link here, ignore page 2 as that dude isn't me), which actually isn't all that many, looks like I was super young for all of those. either 13 or 14 for almost all of those, which is pretty nuts because of how long ago that actually was
  10. what are you working on? I wanna see your wads.

    these look really cool :D
  11. what are you working on? I wanna see your wads.

    everyone is welcome here friend, post away
  12. Post Your Doom Picture (Part 2)

    that being said, it doesn't necessarily have to take years to get to a point where you are capable of outputting really high quality material. I think that like most skills, mindful practice and introspection can go a long way and very rapidly increase your rate of improvement. beyond becoming proficient with the tools (eg Doom Builder) and familiar with the mechanics of building a map (making doors, lifts, monster closets, etc.), I think the biggest gain can be from trying to very heavy emulate work that you (and others) really like, be it for the monster encounter design, layout design, visual design, or whatever else. play a map you like -> try to emulate it -> take a good hard look at how your emulation stacks up -> repeat the cycle. then after a few cycles you start to develop your own style and find out more about what you enjoy. it has also helped me tremendously lately to allow myself to fail. it's ok to make a shitty map, and I can always improve it later. additionally, I try to be more open-minded about the ways in which I can practice mapping. if I was making something with the intent of releasing it, I would of course make something totally original. but if I'm making things for myself to practice and not release, then why not copy+paste map01 of scythe and remix it? it gets me to stop staring at an empty canvas, and it gives me ideas to use in an original map later on. watching youtube playthroughs of various doom wads has also been an awesome source of inspiration lately, and I would definitely recommend anyone try that if they struggle to find the motivation to map sometimes. it's like one big screenshot generator
  13. it seems more annoying to me that people get annoyed even by pointless bumps than any potential annoyance caused by the bump itself, to me at least
  14. Cohesive wads/megawads

    after playing Dark Souls 1 this has kinda become my dream for my own level sets. not only repeatedly seeing various parts, but returning to previous maps coming from different angles and progressing through previously unreachable areas
  15. Why do people care about FPS past 120?

    I kinda felt the same way at first for the first few weeks of my 144hz monitor, but then when I went back and started playing games on an old 60hz I could instantly tell the difference in-game. 60hz felt pretty choppy in comparison, at least in games that I regularly play in 144hz
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