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Everything posted by 40oz

  1. Apparently we're not all as pretentious as I thought! If you don't have all the answers to every question in Doom, perhaps its a good idea to get the ball rolling by using this thread to post something you don't know enough about! That way the Doom gods can get an idea for what isn't already known and consider writing a tutorial about that instead of whatever they feel like unnecessarily schooling everyone on. You may, but you don't need to post specific questions to things you're having trouble with. But this is a good thread to draw attention to some criticism you may have received in your mapping or other kind of editing that you're not sure how to remedy, or something you don't like about your own mapping, or other concepts that are discussed in Doom editing that feel foreign to you. Then hopefully this subforum can get some use and your questions may be answered on a new thread in this subforum.
  2. I tried it for an hour last night on the first map to give it a whack. All I noticed that was any different is that health items are halved, everything seems to do 60+ damage, and there are no checkpoints, so you gotta beat the levels from start to finish without dying. Seems like a hokey way to beef up difficulty, but then again I also forgot how comfortable I got with all my upgrades 75% of the way into the game. Its tricky to go back to single jumping and only carrying a pistol and shotgun! I think this would be more palatable for me if the loading times weren't so long every time I die.
  3. Are there any ZDoom scripts or scripts for other ports that can count the number of monsters you kill, the kind of monsters you kill, and keep a record of them every time I play doom? Like maybe generate a text file of some sort? It would be pretty sweet if I could keep track of all the monsters I kill in Doom.
  4. It seems like Slade only exports Doom sound files to .lmp files. What do you use to get those audio files to export to .wav format?
  5. If you feel comfortable using your preferred Doom map editor but you're in some sort of a creative slump where you can't create anything good, or you're working on a map or a project that you're never going to finish, you may be experiencing a known condition called "Mapper's Block." Mapper's Block is akin to "Writer's Block." You may have felt an exciting creative drive when starting a new project. Now that you're in the middle of it, the excitement has died down and took your motivation to hell with it. Or maybe you feel completely tapped out of good ideas worth making maps out of, or maybe you have an "inner critic" that is reminding you that whatever your making sucks and is never going to be good, which is stopping you from getting anything done at all. Bottom line: you want to make maps, but something is stopping you from making progress. This tutorial will share some of the many strategies to fight off these mental barriers that are keeping you from blessing the community with your kick-ass Doom maps. Depending on the circumstances, these strategies may or may not work for you. In order to achieve the best results, it's important to have a little faith that these are going to work. Embrace these strategies with an open mind and with the goal to achieve a positive outcome. Simply skimming through it and moving on to the next thing probably won't make map ideas blast out of your mind like a firehose. Nevertheless, these are some things you can try that have been said to help many people with their creative slumps and it's likely that some or all of these will help you too. Listen to music. Often when mapping in silence, the only thing you have to listen to is your own thoughts. Doomworld has been infamous for some of the snobbiest ungrateful communities ever, but for some people, their inner critic can be the meanest nastiest voices they'll ever hear from. Listening to music has often been said to be one of the strongest aids in creating maps that the mapper is satisfied with. Especially an album they've never listened to before. Albums you have listened to before can sometimes associate the listener with memories of the past which can (in some cases) hinder the process of creating something new. Sometimes listening to an audiobook or a podcast can keep the mind from talking itself into mapping career suicide when you only listen to the voices of someone else. Get "in the zone" Some people say that they're the most creative at 3:00 in the morning. When it's dark, you can't see as much which lends more to the imagination to fill in the blanks. You're also less likely to be distracted by noise or interrupted by unexpected guests when most of the world seems to be sleeping. John Romero once said he liked to dim the lights, light some candles, and get "in the zone" before he started making maps. So creating a workspace that's free from distractions should help with your mapping process. Clean off your desk, close your internet browser, disable any chat windows or other things that get updated constantly. Be alone with your map editor and your music, and if it's possible let people around you know that you need to be left alone for a few hours. A nice dark and quiet workspace will help you stay on track in your mapping. Set a time limit Mappers don't often brag about it but if you ask, I'm sure most people who have participated in speedmapping events will admit that they are pretty amazed with themselves about what they can create in such a short duration of time. The truth is, the pressure of time limits pushes you into a state of mind where you can't look back. You make whatever you're thinking about and there's no time to second guess how your map is coming along. Just roll with the punches and make the best with what you've got. When you have all the time in the world, you can bicker all day long on whether what your making looks good or is working or is going to be fun. This mode of excess thinking is what you're trying to escape from. Try getting a stopwatch, or an eggtimer or downloading an application that will alert you when time is up. Set goals for yourself to complete in that time frame, like getting a large functional layout done, or getting all your texturing, detailing and lighting done, or getting an entire map completed. Be realistic with your time, and don't set your standards to high. One or two hours is an appropriate amount of time to make a pretty strong progress dent in a map. It's okay to use two or three blocks of time on your map too if you think your map will benefit from it. But a good arbitrary time limit is a pretty good way to tell yourself your map is done and ready for release. Planning your map Very few people open up their doom editor with nothing in mind than "I want to make a map" and produce something they are really proud of. Just staring at the editor until something interesting comes out of you is going to be very exhausting. Whether you haven't started a map, or if you have an unfinished map that seems like it's going nowhere, doing some planning away from the editor will help tremendously. The part of the brain that visualizes ideas and the part of the brain that does the work to create those things are two different parts. Having to switch back and forth between those two parts can be mentally draining. I keep an idea pad at my desk where I jot down very loose ideas for map layouts. Getting drawings on paper as a guide for when you're using the editor takes a lot of weight off your mind. Focusing on layout designs and shapes for rooms rather than details leaves more room for innovation in the editor. Some people like to make drawings of what the start area should look like to immediately set the mood. I've also heard some people like to write in words, what the player should be doing ("Player starts in empty church, gets the red key, fights off hell knights, goes through red door, presses a switch that raises a bridge over a pit, crosses the bridge to exit") in order to produce a visualization in their head that's open to interpretation each time they read it. The point is that mapping isn't done as quickly as your mind generates images, so you should use your idea brainstorming part of your mind to create a reference for you to use. Then use your working utilitarian part of your mind to make it a reality when in front of the editor. Take a break Working full time on your mapping project can wear you out. It can be a lot of work and you will question why you started doing it in the first place. If you punish yourself to make maps all day, every day and nothing is coming of it, you'll instill negative feelings in your subconscious about mapping. It might help to stand up and get away from the computer. Take a walk outside, watch some tv, read a book. Do something for a good 20 minutes (at least) that takes your mind off your project and come back to it with a fresh new perspective. You might see opportunities in places that looked like dead ends before. Switch Projects If you're working on major project such as a one-man-megawad, your bite may be too big to chew. Working with your focus on one particular project that's been taking ages to develop might make you feel negatively whenever you start to work on it. You may be getting tired of the theme of the project, or constrained by its "rules" you created for yourself. It helps sometimes to simply put a pin in it and work on a side project. Think smaller, something much more manageable such as a single map. Something that you can get done within a reasonable range of time so as not demand too much of your time. The change of scenery will feel nice and at least finishing a small project and releasing it will be likely to get you some positive affirmation from other players and criticism that might benefit your other project on the whole. Find a buddy Doomworld may seem like it's rife with a bunch of arrogant turds. Many of us are only that way because the demand to be surprised and impressed is high and we want to look cool. The lighter side of us is hidden under a shadow of sarcasm and bitterness, but it's there if you're willing to look for it. Pick out someone who you think could make a good mentor, or someone who has skills comparable to yours. Look for someone who has the same interests you do, or is better at something you know you're not. Send them a private message complimenting their skills and ask if they'd like to look at your work. You're practically guaranteed to get a positive response. Exchange messages often about wads you like, or mapping problems you have. You may find that the doubts you have about yourself sound really silly when you know someone is about to read about them. And if they're not so silly, perhaps you can come up with a solution together. Having a friend who can be a cheerleader for your projects, or can compete with your mapping ability, or help you out with things you're unsure about can go a long way with prolonging your ability to continue mapping. Change your mapping process It's possible you may have developed a mapping process for yourself that is digging yourself in your own holes. If you make your maps from starting room to finish, try mapping from the exit room to the start, or from the middle of the map outwards. If you build your map one room at a time, try building the entire layout first and then detailing it later. Look at mapping as an opportunity to get out of your comfort zone. If you've only ever made techbases, try making a hell map. If all your maps are indoors, try making map outside with a lot of natural terrain. Throw some wrenches in your gears. If you have a map that seems like its going nowhere, try making a room where the ceiling is super tall, or a room where the lighting is super dark, and figure out a way to make it work naturally in your map. Sometimes that kind of weird juxtaposition can change the way you think about how you design your maps and open your mind up to new possibilities. Play Doom! It's important not to forget what the real reason for mapping is -- to prolong the fun and exciting adventure of Doom! You're supposed to be having fun! Level designers who make the best levels play Doom A LOT. It's important to keep up with the trends in the Doom community, play new wads and evaluate them. Keep a notepad nearby while you play. Pause the game and keep notes whenever something interesting that you've never experienced happen. Write down things you really thought were cool about the maps. Think about ways you would have made it even better. These notes will be excellent foundations to build your future maps from. It's okay to steal other people's ideas as long as you have the intentions of putting your own spin on it. But in general, playing Doom often will give you a strong feel for fun gameplay. Also playing a map on an easier skill level or with no monsters can help you take the time to look at the maps you play more analytically. You may find that some of the best mappers haven't created anything you're not capable of creating yourself. Play maps by mappers whose work you think you could reproduce. Take notice of how big or how small or how simple or complex the maps are. Use them as a reference points for your own maps!
  6. Lets play devils advocate for a moment and imagine there is no divide in the community. The community either moved to one faction or the other -- the opposite of the one you associate yourself with now. disregarding the obvious answer of saying you'd probably just quit doom and play something else, lets suppose you wanted to try to integrate yourself in the doom community despite your obvious differences. Could you do it without being a bitter snob? If you lean towards the unofficial doomworld purists group and your only way to get noticed was to make gameplay mods, would you be making gameplay mods that don't take too much away from the original game? If you are more associated with zdoom gameplay mods, and the only way to get noticed was to make vanilla/limitremoving/boom maps, would you do your best to bend the game play as much as possible at the risk of "going too far?" Sorry if I'm alienating anyone who is apathetic towards the community differences and can participate in both sides with no trouble, as this is more a question for those who obviously feel strongly one way or another. I'm just thinking about this myself and wondering what gameplay mods I might attempt to make if zdoom/other communities were the only active doom communities left.
  7. I thought I was a special snowflake because I dont use any textures from other sources. Most wads ive played feature many textures I feel like ive seen before, and it seems pretty common for people to snag resource packs and simply rip everything they like. So Ive always been kinda predisposed to assume that well known mappers dont make their own resources, they just use the stuff so they can make good maps. This has always kinda bugged me considering how easy it is to make textures these days anyway Apparently, however, I've found out that many mappers do in fact make most of the textures they use in their maps. Though I'm not sure who all these people are. Care to out yourselves? Or can anyone confirm some good mappers that also make their own resources?
  8. THIS VIDEO IS NOT ABOUT BOOBS Why did the Doom Movie only have that brief five-minute first person scene, when they could have done something like this that would have been a hundred times cooler?
  9. https://www.youtube.com/watch?v=UuZ4VVImwn4
  10. If I wanted to turn modding into a career, this is how I'd do it. 1. Mentally prepare yourself - It's not very likely that you are going to be able to make something good in any amount of time unless you get help. So if you have any ambitious and fully realized ideas for a game, you should probably abandon them before getting too deep into this, because it's not very likely that you will find mindless slaves to do everything you want exactly as you want it. People will do what they're best at and what they're comfortable doing and that's about as much as you can get out of them unless you're already prepared to start paying them. 2. Make friends - Play people's stuff, read the credits, and find out how to contact people who accomplish the things you know you couldn't do on your own. Talk to these people directly and tell them how much you admire their work. If you're not used to making friends, then you might want to start practicing building friendly relationships with people who won't be able to do anything for you. 3. Get to work - Develop your team and talk about your skills and ideas and come up with a game idea that best utilizes each other's best strengths. Become obsessed with your game and talk about it constantly to motivate your buddies. Work on the game with the expectation that you are going to be doing all the work. The enthusiasm and work ethic will rub off on your buddies and they will want to keep up. 4. Get on social media - Once your game starts becoming close to done, get a twitter handle ready, post about it on reddit, become friendly with popular people in other gaming/modding communities. Talk about it constantly with content to share like screenshots and promotional videos. Talk about it like you've never been more excited in your life to create this awesome game. It will get other people talking about it and they will be excited to check it out when it's done. In short, make friends, be nice and likable, do what you're best at, and promote the shit out your game. You're going to be spending a lot of time talking to people and being an internet celebrity. Its most important that you remain present in people's lives, especially the people you are working with and the people you're selling your game to. It will be a lot of work and use a lot of your time, but I think that's what you're going to need to do to make it successful.
  11. 40oz

    How much do you care about Doom's plot?

    AGIJER;OGJRGJSE;ROGJISRTGSROGJTNB IUSV;O;farvjrioagvnma;ojgrmaroigjaorigntsgnkjfslog
  12. 40oz

    How much do you care about Doom's plot?

    I mean, I mean, I mean, I understand what you mean, your argument is not wrong. I'm responding to you because I don't think you realize that this conflict between fact and opinion is something that literally everyone here is able to overlook because they understand the context of this thread to appeal to opinion. So when we read something that is stated as if it is a fact, we are able to interpret it in a manner that this person writing it perceives it as fact because that's how serious the opinion feels to them. Everyone here seems to understand that, and I think you do too. That's not the topic of conversation and you're attempting to command the thread to make that the topic of conversation instead of making your own thread about it and it's making the forums a drag for everyone.
  13. 40oz

    How much do you care about Doom's plot?

  14. 40oz

    How much do you care about Doom's plot?

    And you can do a lot better about receiving opinions as if they are fact. You all lose.
  15. 40oz

    How much do you care about Doom's plot?

    Right, but you're the only on here who feels it's anyone's responsibility to try to persuade NIH to change her opinion about that.
  16. 40oz

    How much do you care about Doom's plot?

    Arctangent, you're not wrong. Stories are important to drive the narrative and and objective purpose of playing the game no matter how minuscule it is. The thread however is "how much do you care about the plot" and Nine Inch Heels is saying she cares very little. Imagine this thread was about "how much do you care about water." It goes without saying that we all need water to live. Nobody is arguing that. But NIH is saying she would drink something different if it still hydrated her. There's nothing to argue about there because its a matter of preference. EDIT i didn't even notice that mrthejoshmon already made a water analogy in this thread and it's already being disputed. I don't know how to deal with you people anymore.
  17. 40oz

    Looking for weird wads

    In my experience, it's much easier to find weird wads than it is to find normal ones.
  18. 40oz

    25 years of DooM

    The interface of doombuilder will probably be kind of intimidating because of all of the buttons. A lot of the shortcut keys from wadauthor made their way over to doombuilder. The main difference between wadauthor and doombuilder is that you would generate polygons with wadauthor that you would manipulate into the shapes you want. With doombuilder you just point and click vertices do 'draw' your sectors just as you would with the Polygon tool in Microsoft Paint. Modern iterations of doombuilder are really good at interpreting what you meant to do, which means it's getting harder to break your own maps, meaning you can map pretty carelessly and doombuilder will be pretty good about stitching vertices together and closing your sectors to prevent most visual and nodebuilding errors. You can also float around and edit the map in "Visual Mode," get a visual representation of potential visplane overflow areas with the "Visplane Explorer" view, automatically align textures, generate curved lines, generate stairs, merge or disconnect sectors from one another, and a variety of other useful knickknacks that simplify and speed up the mapping process.
  19. 40oz

    [Idea] Doom Editing Academy

    Sure, I happen to have 150 hours laying around that I have no use for.
  20. 40oz

    MIDI Sprout

    You can now connect and co-create music from nature in a whole new way with MIDI Sprout. The biological nature of plants has electrical signals running through them. MIDI Sprout is a device you can connect with your iPhone that collects data points from the changing frequencies of the electrical signals that pass through living plants. These data points are transmuted into different notes into a MIDI composition, and you can listen to it through the app. I don't know what this means for Doom, but if you're feeling really green and environmentally conscious maybe you could make Doom music in your maps with this. https://www.midisprout.com/
  21. 40oz

    Best episode in TUD?

    Hey fuck you, man! The attention to texture alignment, lighting, height variation, thematic consistency, contrast of small and large spaces, and the unique shapes of the sectors that make up the maps all facilitate everything the Doom engine is good at doing. The puzzles are cool, the secrets are great, and despite being pretty labyrinthine, many of the maps are fairly easy to navigate compared to the rest of the episodes because of the use of central hub areas and noticeable landmarks. I really don't think the same can be said with as much enthusiasm for the other three episodes. I can't defend the gameplay. I can only excuse it for being the beginning of the game and by design, expect to appeal to people from 1993 who may have no interest in video games otherwise. It's basically a forced 9-level tutorial that builds a skill platform so you can be a capable player when you play the rest of the game, Doom 2, Final Doom, Master Levels, and the community PWADs that come after it. I think E1 succeeded in that very well, but I can't, with any shred of dignity, play it looking for a thrilling and adrenaline pumping experience. Zombiemen, imps, pinky demons and infinite shotgun shells is just sooooo boring.
  22. the genre is "not on netflix"
  23. btw this is the first time I've read this name before. Who is this?
  24. I'm paraphrasing here, but from reading the book "The Masters of Doom," Doom 1 became wildly popular for deathmatch, so there were these huge events similar to QuakeCon that would take place, and there was a lot of press attention for Doom that Romero was usually the face of, so Romero was not as present and working in the company as much as he was fostering it's fanbase. JR would probably describe it differently but that's the general reason why he was fired from id software a few years later. EDIT sorry i misread your post thinking you said Doom 2. About Episode 2 and 3, I think, based on what I read, that there was a lot of programming work left to do so they had to hire a new person (Sandy Petersen) to focus on level design so they could complete the rest of game in time for release.