skillsaw

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About skillsaw

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    a meme or something

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  1. Thanks Altaz, much appreciated.
  2. Buuump.. The demo map links (both printz and Alazimuth's) appear to be broken. Anyone have a working link?
  3. 8levels.wad hellarea.wad If @Grazza (or anyone else) happened to have an archive I'd be thrilled...
  4. Here is the oldest that still exists: https://www.doomworld.com/idgames/levels/doom2/0-9/666 my pre 2011 work is pretty bad IMO, here's a list: https://doomwiki.org/wiki/Paul_DeBruyne_(skillsaw) unfortunately, my other 90's wads never made it to the archives - I only uploaded them to AOL. They're lost forever as far as I know.
  5. I didn't have the internet back then, so to learn the basics... To develop my own style, it took 20 (on and off) years of repetition and well-disguised plagiarism, accompanied by lots of criticism from myself and from others.
  6. I was going to do a map on Triton! It was going to have a level with ice nitrogen geysers that you have to avoid (and can lead enemies into). Please steal my idea :D Also, looks awesome.
  7. Hey, I absolutely love your mapping style, especially on ancient aliens. do you have any advice on mapping like that? I loved the open maps that actually made every area feel useful. I've tried to make maps like yours, but the difficulty I find is where to actually start on the map.

    1. bzzrak

      bzzrak

      A few of skillsaw's old posts I've found:

       

       

    2. Phade102

      Phade102

      Thanks Bzzrak =D

    3. skillsaw

      skillsaw

      Thanks Phade. Starting a map is the hardest part for me, too. I usually don't know how to begin or what I'll use the first areas I build for. Sometimes they end up as the beginning of the map but other times they get used for something else.

       

      A general technique I have for building non-linear or sandboxy maps is to always be building the map out in multiple directions. That way, if I get bored of working in one area or don't know what to do I can just work elsewhere. Eventually, you need to decide that the map has reached critical mass and it's time to start tying all the areas together, which can be challenging, but usually when I make this decision it feels like I'm over the hump so it really motivates me to finish the map. I'm not sure if that helps. Let me know.

    4. Phade102

      Phade102

      It does help Skillsaw, of course any advice you can give me helps! One other thing I wonder in terms of starting the map, is what do you start on? Like, do you start on the entrance area for your level? Or do you just start on the main part, the gimick of the level if there is one?

    5. skillsaw

      skillsaw

      It really depends on the map.

       

      Some of the maps I've made are so centered on the gimmick (in particular, I'm thinking of 'turret maps' like MAP07 of Valiant or some of the early Ancient Aliens maps) that I have to design outward from that, because I have to design every area around the lines of sight that the turreted monsters have. Entrance and exit areas (such as the disjointed entrances to MAP01 of AAliens or MAP07 of Valiant) get tacked on later.

       

      Other maps I prioritize the entrance area - for something like MAP01 of Valiant I had a very specific style I wanted to capture. I wanted the views to be dramatic (so it would leave a positive impression on the player) but the actual gameplay areas to be small, contained, and very clearly directed (so it would still feel like a somewhat typical MAP01... just with a big view or two to look cool). So I focused on getting the opening area right and then built the rest of the map around it.

       

      So I guess I would say if you have an idea of:

      • What a map's character or gimmick is
      • What a map's role within a greater mapset is

      Then prioritize whatever you need to do to realize those things and then once you're confident you have that right, build the rest of the map around it.

    6. Phade102

      Phade102

      Thats some really helpful advice. thank you so much Skillsaw

    7. Phade102

      Phade102

      I also just wanted to come back and add that I really hope one day to be able to map as amazing as you. While I never finished Valiant of Ancient aliens, because they're damn challenging, they are amazingly beautiful maps with amazing gameplay, and you're by far my favourite mapper.

    8. skillsaw

      skillsaw

      Thanks, that's very generous of you to say. Keep practicing, keep reaching out for criticism from others, and don't be shy to ask if you have any questions.

    9. Phade102

      Phade102

      I wish I could watch you design a map, haha. I love your choice of texturing, i'm practicing with cc4-tex myself. Trying slaughtermap lite maps, sort of like yours, But ill keep practicing.

  8. Hey, make another map set or something

    1. Show previous comments  5 more
    2. Nevander

      Nevander

      Don't worry skillsaw. I am sure, in fact I know, that anything you make will be incredible. Oh, here I go fanboying again, but it's true. You are my favorite mapper by far.

    3. GarrettChan

      GarrettChan

      @Nevander As another fanboy here, eventually we'll get something new :) Really like Ancient Aliens and Valiant.

    4. Phade102

      Phade102

      @skillsaw Why'd you have to reply? Now I look like a fool. isn't it enough that your megawads have made me lose sleep trying to finish them!?

    5. stru

      stru

      Waiting for DOOM x Persona no Embremu: Waifu Jam! Gaiden by Skillsaw.

      And yall MFers said I wouldn't get a response :p 

    6. Phade102

      Phade102

      Stru, hurry up and upload more disjunction. it delights me to see you rage =D

    7. stru

      stru

      I haven't even played through MAP09 yet, mainly because I'm absolutely dreading MAP10. I can't even survive for like 30 seconds. I tried asking Garrett and Zdenda what I should do and they were like "pssh idk man just don't die" 

    8. Phade102

      Phade102

      Thats some pretty solid, yet Useless advice. if I wasn't in australia i'd totally co op it with you.

    9. GarrettChan

      GarrettChan

      Dude, I didn't say that. That's why I put the Arch-vile jump at the beginning, so you can try a lot without losing too much. Wait, it's a joke? Never mind.

    10. stru

      stru

      That ping would be brutal, Phade. And yeah Garrett, that pretty much means "just don't die" :p haha

    11. Phade102

      Phade102

      Yeah I know man, it sucks, because you're by far my favourite doomer and I'd love to do some stuff with you. Ill just have to settle for watching, I hope you never stop.

  9. https://www.twitch.tv/videos/143749292 VV2 is a pretty fun mapset. I don't have much to say about VV1 because, uh, reasons :)
  10. https://www.doomworld.com/cacowards/ Have fun.
  11. Demos have been the biggest reason I've stuck with Boom so long... but youtube is a thing now so it's not like demos are the only way to share runs anymore.
  12. Here's a pretty cool, comprehensive feature on shacknews today about Doom, it's history, and the current Doom scene:

     

    http://www.shacknews.com/article/99662/doom-to-hell-and-back

     

    There are some comments from various community members (myself included) and some discussion of mods/wads as well.

    1. Doomkid

      Doomkid

      The section where Ling discusses Doomworld history was really interesting. Nice article!

  13. Thanks! The idea for a UFO cruise map was on the backlog basically forever and eventually I forced myself to make it fairly late in the development cycle. I felt like the mapset needed a map that would transition between the space station and dark planet themes. Trivia: the opening space station area was once a map for jmickle's ill-fated Orange is the New Startan project.
  14. https://www.twitch.tv/videos/126504680 I died :(
  15. There's probably some convoluted way to make it work (at least for single player games) using DeHackEd and/or music changers in PrBoom but I couldn't be bothered to try figuring it out. It would have been hacky at best.