An editing question

for me, i'd say 6 or 7.

detailed self-review:

creativity/originality: 10 - I think of the most craziest stuff ever. Even Hyena says I'm crazy. And now that I'm learning ZDoom stuff again... mwahahahaha!
detailing: 4 - I suck, unless I really put dedication into it. However, I'm prone to using doom2.exe tricks.
gameplay: 9 - Believe it or not, I have a really good sense of item and monster placement. I don't usually put in much health, though.

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boris said:

When you all are so good at editing and designing, why don't we see a dozen 1337 maps in /newstuff each week?

Just cause we're so amazing it doesn't mean we aren't lazy basrads :P

Fine, I'll give myself a -5 for getting wads done.

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Ultimate DooMer said:

12 for innovative ideas/concepts

elaborate on your definition of "innovative ideas/concepts".

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Archvile64 said:

Fine, I'll give myself a -5 for getting wads done.

work on udm2 you lazy basrad

while i'm on subject, why are you never on AIM?

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deathz0r said:

elaborate on your definition of "innovative ideas/concepts".


New level designs/themes that had never been done before (eg. remote island, a ship at sea, barren desert, a map with no walls), clever new features that are really cool (eg. blackout, flooding mine, elemental tests, timed sections) and concepts like setting all the levels in a world (together with a storyline), so you feel like you're actually going places while playing it.


/me now sits back and awaits the inevitable flamewar...

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Ultimate DooMer said:

(eg. remote island, a ship at sea, barren desert, a map with no walls)

Well to tell the truth, I was going to, but now u just ruined the whole thing :P

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DOOM Anomaly said:

Well to tell the truth, I was going to, but now u just ruined the whole thing :P


blame deathy, he asked the question....

But you can still do a map like that. Just because I made a map like that a year ago (Fragport map 31) doesn't mean you can't make one as well. (as long as it's different from mine)

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deathz0r said:

work on udm2 you lazy basrad

No.

Actually, I'm working on Freedoom. Really. I've got a level done already, and I'm on a good roll with another one.

while i'm on subject, why are you never on AIM?

Have you tried adding Hyzdu the Dragon to your buddy list?

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Ultimate DooMer said:

a map with no walls

that's easy to do, plus it's not original.

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Archvile64 said:

Have you tried adding Hyzdu the Dragon to your buddy list?

did just then.

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deathz0r said:

that's easy to do, plus it's not original.


Of course it's easy to do, (especially with custom graphics) but why was it not original? (in other words, who got there first?)

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DooMBoy said:
I would rate myself at about a 7.


I take it you finally got doors working properly? :)

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Mordeth said:

I take it you finally got doors working properly? :)

Ouch. That had to hurt :)

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boris said:

When you all are so good at editing and designing, why don't we see a dozen 1337 maps in /newstuff each week?


Because we are slow... :P

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boris said:

When you all are so good at editing and designing, why don't we see a dozen 1337 maps in /newstuff each week?

I sent my version of E1M8 to the /newstuff, but it didn't show up. Right now, I'm hip deep in my rendition of E1M7 :)

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Mordeth said:

I take it you finally got doors working properly? :)

ZING!

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Mordeth said:

I take it you finally got doors working properly? :)

. . .

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DooMBoy said:

I sent my version of E1M8 to the /newstuff, but it didn't show up.


Did you actually send it to /newstuff, or /incoming?

You are supposed to upload to /incoming. From there it is vetted to see if it complies with the archive rules, and then it is moved to /newstuff and its permanent home in the appropriate archive directory. You should not try to upload to /newstuff

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Mordeth said:

I take it you finally got doors working properly? :)

heh, it took me four and a half years to make a two-room level.

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Mordeth said:

I take it you finally got doors working properly? :)


Rather oddly, and just by chance, the first moving sector effect I ever got to work was a rising staircase. The problem was, it took me another 6 or 7 years to figure out how I'd managed to get it right in the first place as every one I tried after that didn't work as I wanted or expected it to.

:-/

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I'll be generous and give myself a 7.

I've shied away from some of the advanced tricks as they had a tendency to fuck-up with Gl ports (Jdoom in my case), but the gwa-build mode on GlBSP seems to sort these out completely, so i've been using a lot of instant-floor tricks as well as transparant doors in the latest wads.

As for the lack of maps on /newstuff - we've released one teaser from our megawad project. Maybe a few more later on.

The best bit about editing lately, tho, is the XGdata. The scripting, ambient sounds, coloured lighting and linked events lend to the atmosphere.

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Spike said:

I've shied away from some of the advanced tricks as they had a tendency to fuck-up with Gl ports (Jdoom in my case), but the gwa-build mode on GlBSP seems to sort these out completely, so i've been using a lot of instant-floor tricks as well as transparant doors in the latest wads.


Neat. I might then compile a GL-ready version of my maps then, since I rely on many of these for effects (it being a doom-compatible WAD.)

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Spike said:

As for the lack of maps on /newstuff - we've released one teaser from our megawad project. Maybe a few more later on.


Is that for this week's newstuff? If so, which wad is it?

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Ultimate DooMer said:

Is that for this week's newstuff? If so, which wad is it?

Nah, they released one a while ago...

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I hate rating myself :P

...but I consider myself in 7 or 8 range...i've actually never released a map yet (damn megawad), but i have ~2 years experience. I can only edit vanilla levels, but they usually turn out quite well once i'm done, especially gameplay-wise

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