Deleted
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Post by Deleted on Sept 4, 2021 22:24:38 GMT -5
This suggestion pops up on the board sometimes.
I actually don't think DBP development times need to be altered, or DBP rules otherwise changed. What I think would be great is to simply host a community project with longer development times that might (but not need) be inspired by DBP in Doom Projects or Mapping Workshop subforums.
As far as I know, there is no prohibitions against running community projects other than DBPs on this board.
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dmdr
Doomer
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Post by dmdr on Sept 4, 2021 22:51:35 GMT -5
I've got something in the works (I'll drop it after I'm done with mattfright's Eternity thing... that I've barely even started, so, uh, not for a while yet). tbh it's kinda weird how people think we go too fast. Like, DBPs are usually 10-20 maps long, and usually more like 12, that's not even 1 map for you to play per day in any given month.
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Deleted
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Post by Deleted on Sept 4, 2021 23:10:03 GMT -5
The position that DBP goes too fast is as legit as the opposite. There are also various viewpoints that back "goes too fast" umbrella, and they don't necessary agree with each other. Some beginner mappers need more time to make a map, some people outside this community (such as some DW users) want more polish, not everyone has the time to play a map per day, especially if they are not too experienced or are casual doomers. There are certainly DBP maps that are too hard, like 40oz's opening map for Morbid Autumn, wtf with revenant(s) appearing so early in a room where it's hard to dodge its missiles by walking out of their sight? This wasn't what I originally tested. In fact, 40oz has a habit of making maps harder sometime before release, so you say to him "it's easy", he adds stuff, and woah, it's suddently total bullshit unless you discover an exploit (like joe's pacifist approach in the "No More Plagues" map from Evil Egypt) - and who would expect that from a casual player? Which means not that many players finish a DBP map per day.
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dmdr
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Post by dmdr on Sept 4, 2021 23:42:24 GMT -5
you can generally play one DBP map per 3 days, or a bit faster for some projects (1 map per 36 hours for A;Z, for instance). As far as it goes I wish 40 would reconsider his 'never fix bugs' rule since it's dumb and means the newer projects often have glaring errors, like whatever's going on in archi's level (cf my post in the Carnage Oasis thread, and Blip's post on DW), so 'more polish' would be nice but this is deliverable without altering the monthly deadline (yeah yeah, dev mode on the new project, but the 2019-2020 DBPs managed post release polish without compromise and did so consistently). Beginner mappers I'm more sympathetic towards, but unfortunately they'll have to scale back their ambitions a bit to get a map finished. It's just a fact that DBPs aren't a good venue for large, magnum opus maps, but there are plenty of places to put them if you don't finish on time (sneaky retexturing for the next DBP is an option, if nothing else).
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matador
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Post by matador on Sept 5, 2021 0:16:47 GMT -5
I think people who say we go too fast in the DBP threads over at Doomworld are mostly just being playful and that they don't really want us to slow down our output. People play other stuff besides DBPs and they can rack up a big backlog of stuff to play but at the end of the day, I'm sure they're grateful for the maps.
Also, despite being probably the slowest (or at least one of the slowest) mapper in our stable, I think the DBPs should stick to the once-a-month format for a ton of reasons:
1 - The deadline gives motivation to actually make and finish a map. I "started" learning how to map around the time DBP27 came out but I didn't actually make or release anything because I planned on working on and releasing maps whenever I got around to it, which ended up being never. 2 - The deadline helped teach me how to finish a map and get a better idea of how long it takes me to map. 3 - I think the tight deadlines have somewhat helped me become a faster mapper, which is part of the reason I started contributing to them. It's a good way to build experience quickly. 4 - The tight deadline tends to prevent magnus opus syndrome. We have some long maps here and there but it's rare someone will drop something with 700 enemies or that takes an hour to beat. 5 - The consistent monthly deadline is one of the core tenets of the DBPs and is part of what makes them unique. There are other projects with a month-long timeframe (or less) but there's not many (if any) that do so as consistently and for as long as we have. That's not a diss on any other projects but I think the rapid pace is something people admire about us, so we should keep doing it. 6 - The DBPs are just limit-removing maps, I think one month is plenty of time to make one - especially since the project lead will have longer to work on creating assets for the project.
With that said, I think mappers should have the whole month to create maps. I wasn't a fan of the three-weeks for mapping, one week for bugfixing idea that 40oz proposed for this past DBP. I also think that 40oz is the only person who cares about these projects being released promptly on the 1st of the month. Yeah, we shouldn't release them at the end of the month like what happened with DBP32 but I think it's OK if we release a day or two later to tighten things up a bit. I don't think it's the end of the world if these get unleashed upon the world with some minor bugs here and there but I do think that people expect us to fix them eventually (and I would like for us to do so). The DBPs aren't disposable, people play recent ones and want to go back and play the rest so I think it's worth the effort.
I completely understand 40's reasoning for not wanting to bug fix but I still disagree about it. I don't think it's necessary for 40 to fix the bugs himself but there does need to be someone up top coordinating everything (with DBP23 iirc the bugfixing happened on the secret discord and as a result, VigilantDoomer's fixes for his map didn't get in) and someone will need to update the link on the DBP directory with the fixed version.
As for non-DBP community projects, I think it'd be cool to see some more DBP "sidequests" like Fall of Society that let us play around in a new format.
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Post by ketmar on Sept 5, 2021 3:48:42 GMT -5
I think people who say we go too fast in the DBP threads over at Doomworld are mostly just being playful and that they don't really want us to slow down our output. this. at least my comments usually mean exactly that: i am really impressed both by the speed, and by the quality of the projects. i mean, who in their sane mind will be against a steady stream of such high-quality content? ;-) and i agree with matador that making DBP bi-monthly *may* make things worser. it may not, but hey, let's don't fix what is not broken. ;-)
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40oz
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Post by 40oz on Sept 5, 2021 8:54:21 GMT -5
I'm not changing the project format and here are my reasons. 1. The mappers own the project. I don't have any aspirations for what the project is supposed to be. The projects being any good at all is entirely by accident. I put it in the rules; The project is released on the date, even if no one makes a map for it. If you want the project to be good, you gotta make good maps. 2. The project is a mapping gym, first and foremost. I made it so that people here would have an easy place to practice mapping with low stakes. It's meant to familiarize yourself with the process of making maps, working with other people, responding to feedback, and you can also just watch what happens here so you know what to expect when you eventually make a map here or in any project you work on. It doesn't take a whole lot of work to make something good and we demonstrate it every time. 3. There's no shortage of other open community mapping projects that need mappers. If you want longer development times, you can work on any of those. 4. The promise is that if you make a playable, functional, and fun map in this project, you're guaranteed it's going to land in a finished product in the said time. This is not something most community projects can promise, as many of them get abandoned, have management changes, delay release, get stuck in endless development cycles, etc. I don't like to see people waste their time making a map and then have it held hostage for years. The project demonstrates what you're current level of mapping skill is. We've done this 39 times, it's gonna keep going. 5. When you create your own project, you get full control over the development time and release date. You don't have to work on DBP. You can use the way the project is formatted as a base for your own projects. We do the same thing every time: pick out the textures and music first, then make maps with it after. You can do the same thing with your own standalone releases. DBP is just a gym. You can learn a bunch of useful skills here and then apply it in your own works where you can do everything the right way that you think is always done wrong in the DBP. 6. Its ok to own your failures. Not everything you make is going to be perfect or your best work ever. Just do your best. If people find the bugs, you fix them during the development cycle. If its after release, then do a better job in your next map. Simple as that. 7. If you want things done right, you gotta do them yourself. Every doomer boards member is allowed to help with the project. I posted up the beta in the development thread to simplify testing days before the actual release. Besides the ambient soundfx, a couple lumps, and the credits map, the latest thing was almost totally identical to the release. dmdr I see your posts but I don't see your playtesting feedback in the thread. I don't have a lot of sympathy for your requests when are you waiting until the release thread to comment on the bugs when the maps were already available to you. 8. If you don't think you can finish a map in time for it, then dont. If you still want to make a map for it anyway, then scale down your expectations of yourself by making a smaller map. It's not a competition, just make something. I have tips you can try if you want to improve your mapping speed.
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dmdr
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Post by dmdr on Sept 5, 2021 9:41:32 GMT -5
2. when have the DBPs been advertised as such? there's no mention of that in eg. the Monuments of Mars release threads either here on on DW. Nor is it mentioned in the project thread. I note you did submit a fixed version of the same to idgames, however, so I'm pretty sure that being a ' mapping gym first and foremost' is a later accretion. That's fine, but there's obviously demand for fixes (people wouldn't bother to report bugs if they don't think they'll be fixed). 6. fixing bugs post-release is not incompatible with 'own[ing] your failures', nor is it possible to anticipate future mapping errors. 7. the map in question was released on the last day of the project being live, as you know perfectly well, the bug I bought up is a progression stopper and not some slime trail or something, I'm not obliged to playtest anything -- for example, I might want a nice fresh mapset to play where I don't know what's going to happen in advance -- and despite that I still dropped a little feedback (to ivan about his map being in the wrong format, and I helped matador with the ZMAPINFO a little typo... whether you noticed this or not). So knock that passive-aggressive shit off. Face it dude, there's no substitute for post-release bug fixing. I'm going to have a guess and assume that 'the mappers' as per (1) would prefer to put their best foot forward and have bug-free versions of their maps as the most readily available versions as well -- hence, for example, DBP23v2. If you don't want to do it, delegate it to someone else.
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xeepeep
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Post by xeepeep on Sept 5, 2021 11:14:34 GMT -5
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40oz
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Post by 40oz on Sept 5, 2021 11:18:19 GMT -5
2. when have the DBPs been advertised as such? there's no mention of that in eg. the Monuments of Mars release threads either here on on DW. Nor is it mentioned in the project thread. I note you did submit a fixed version of the same to idgames, however, so I'm pretty sure that being a ' mapping gym first and foremost' is a later accretion. That's fine, but there's obviously demand for fixes (people wouldn't bother to report bugs if they don't think they'll be fixed). I'll just search for it since you're not going to. Also I've never submitted a single dbp to /idgames. That was always done by someone else. 6. fixing bugs post-release is not incompatible with 'own[ing] your failures', nor is it possible to anticipate future mapping errors. I agree that its not incompatible. You can always anticipate your own future mapping errors. The errors from from inexperience. The more experience you have, the less prone to errors you become. And we do need testers to find the ones the designers dont see themselves. 7. the map in question was released on the last day of the project being live, as you know perfectly well, the bug I bought up is a progression stopper and not some slime trail or something, I'm not obliged to playtest anything -- for example, I might want a nice fresh mapset to play where I don't know what's going to happen in advance -- and despite that I still dropped a little feedback (to ivan about his map being in the wrong format, and I helped matador with the ZMAPINFO a little typo... whether you noticed this or not). So knock that passive-aggressive shit off. Face it dude, there's no substitute for post-release bug fixing. I'm going to have a guess and assume that 'the mappers' as per (1) would prefer to put their best foot forward and have bug-free versions of their maps as the most readily available versions as well -- hence, for example, DBP23v2. If you don't want to do it, delegate it to someone else. I tested the map myself, I didnt experience the error. I saw other people test it, they didn't experience the error. I've now watched 4 different play throughs on twitch, none of which experienced the same error. I'm sorry it happened to you, I would have mentioned it if I saw it, but I didn't. This doesn't all fall on me. The project is a collaborative effort we're not full of perfect people. But I don't want your help after the project is done. I want it during. The project is done on the date that it's done. Thats the rule. That's the format of the project. I'm not adding a procrastination qualifiers to the project. If the bug is a huge problem to you, you have to take it up with archi. You're going to have to be the one to tell him to never release a map to the DBP on the last day ever again. Tell him to check his map for errors so it doesn't hurt your experience. This isn't my fault, the map belongs to him. I don't like it when people post their maps on the last day, I've said that before. It adds a lot of unnecessary stress to the finalization of the project. But it did get tested, I played it all the way through without dying, and it seemed fine. I'll own the mistake of not checking on the map more thoroughly, and I'll do a better job on the next project.
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Post by JadingTsunami on Sept 5, 2021 23:04:36 GMT -5
The current DBP format works and I like it. Constraints are what drive creativity and problem-solving. And yes, they dictate the solution to a degree. But the DBPs are upfront about the constraints and part of what you learn is how to be realistic with your ambitions.
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Deleted
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Post by Deleted on Sept 6, 2021 0:10:04 GMT -5
Actually, it wasn't my goal to start debating whether "DBP should be changed" in this thread. The idea I wanted to explore is that any proposed "adjustments" to DBP can be served by a separate community project, with no need to change DBP itself.
Such project could resemble DBP in some aspects but be totally different in others, and can be also hosted on this board in "Doom Project" or "Mapping Workshop" subforums. For example, if glenzinho and co didn't leave, they could host their project here.
Instead, the debate about DBP themselves fired off, and we have some blunt words, some callous words, and some just unwise words that may hurt people lurking as well.
I guess I should have worded my post differently, and give thread a different title, a non-clickbait one. The thread could have ended having no replies though...
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dmdr
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Post by dmdr on Sept 6, 2021 2:44:54 GMT -5
I'll just search for it since you're not going to would you like me to post a screenshot of me telling you to knock that passive-aggressive shit off? Also, one mention of 'mapping gym' prior to 2020 and it's pretty obvious that your conception of 'mapping gym' changed considerably during your absence. Whether or not you uploaded anything to /idgames or not is utterly irrelevant, the fact is that in the DBP01 thread, as linked, you fixed up a few errors... after release. Once again, the 'never fix anything' aspect of the 'mapping gym' is a later accretion, and not a good one. a) let's talk about bigolbilly for a sec. How many maps did he make for the DBPs? How many did he lead? And what was the impetus for DBP23v2... an error in one of his maps that rendered it non-completeable in GZDoom. Was he 'inexperienced'? Shit slips through, I don't care how 'experienced' you are. b) yeah no shit testers are necessary. Guess what though, people who play the maps post release are also doing the same shit that testers do... which is to say, playing the maps. And if they report bugs, then the best way to respect their time is... wait for it... not just to ignore them because of some stupid 'rule' that never used to mean what you say it means now. I'm not just talking about me, by the way. knock the passive-aggressive shit off, and also the disingenuous shit. The problem here is your inflexible attitude, not archi's map or any bugs therein, and you know that. Fixing shit is not 'procrastination', which you also know. You also had my help during the project, and during the last. If you think I didn't do enough, then tough fucking shit, you get what you're given. When DBP39 started there was an earlier deadline for extra internal testing to be done, which seems to have been redacted ( although vigilant alludes to it here, so I'm not completely insane), so you understand that buggy maps are an issue. The fact you took it back implies that you realised it wasn't a really workable solution; although why you won't admit the obvious solution is just to fix the bugs when they're found, whether that's post release or not, is completely beyond me. It's not even hard; DBP23v2 was put together in something like 3-4 hours, including the credits map. And again, you don't even need to do it yourself.
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40oz
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Post by 40oz on Sept 6, 2021 7:55:23 GMT -5
would you like me to post a screenshot of me telling you to knock that passive-aggressive shit off? You keep saying this like it's a point but you're telling on yourself. I build maps for every project, I test every single map, I write up my testing feedback to post, and I compiled this months edition. I did this while doomworld was dropping massive drama bombs on this community about a decision they didn't even want to stand by, and I was out of town for two fucking weeks. My priority is to get the mappers' work compiled and posted for people to play. If the mappers are unhappy with the condition their maps are in, they can speak on this themselves. They're the ones who did the work of making the maps, right? Did your map get fucked up in this? Maybe you'd feel differently if you had posted one and got feedback on it like every mapper did. Again, I'm sorry the bug happened to you. The wad is released, it belongs to the players now. Most people who want to play dbp39 have already played it. It doesn't matter at this point to retroactively go back into the released maps and fix bugs. It desyncs people's demos, and it doesn't make people who like dbp39 want to go back and replay it all over again especially if they didn't experience the bug in the first place. You want the bug in Archi's map to be gone? Go into your goddamn editor, fix the bug yourself and replay the wad again to see if it drastically changes your experience. If you think it's more active to complain that I and the mappers are not reserving post-release time after the 30 days are up, to do that for you then I don't know what passive is. Tell me what the fuck is going on, dmdr. I don't know why this has to happen every fucking couple of weeks but this is like the hundredth time I've been in a position where something that is framed like an overarching community issue is actually a personal issue the person has with me. What the fuck am I doing that makes people think their shitty feelings directly hinge on me and what I'm doing??? Why do I have to keep dealing with this all the time? DBK krew pulling the DBP project into a private discord, leaving forum members in the dark was about me. Phobus with the having to login to his account once in a while to see the DBP forum was about me. Then supercupcaketactics revisited the "issue" and that was about me. Doomworld and their propaganda campaign about how A;Z's maps are just recruitment tools was about me. There is no fucking way that I am this important. This is getting seriously insane.
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40oz
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Post by 40oz on Sept 6, 2021 8:13:25 GMT -5
Seriously, go back and look at their posts about how I'm stalling community growth. How I'm turning people away and making the project less accessible. How when people use this forum to post 'toxic' shit, it's my fault that I'm putting 'toxic' shit on the forefront of this forum. That despite members here that I've argued with saying im a stupid woke leftist, when doomworld bans people and they come here to use their "freedom of speech" to parrot stupid alt-right bullshit they heard on conservative youtube on this stupid little offshoot doom forum until they get bored and leave, I'm the one that's nurturing the sweeping racism, homophobia, and transphobia in this world.
The doomer boards community is bigger and more active now than it ever has been. People are posting more about Doom than they are about their political hot takes on current events. The doomer boards project is active and has gotten new mappers every month since. I almost never hear from people who have worked on doomer boards project say that they disliked the format of the project. The project and the community failing is not a real problem. You're making this into a problem about me. It's fucking insane the shit people make up about me when they're allowed the full autonomy to fix things themselves.
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Deleted
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Post by Deleted on Sept 6, 2021 8:22:37 GMT -5
Hm, I admit I do not know where to stand on bug-fixing post-release issue. I am considering it without all the personal stuff drawn in. Personally, I much prefer when releases are finalized on the first day of next month after development started, not some months later.
It also should be known to all mappers they should fix their things prior to release. Most people here agreed DBP doesn't need longer development times, and that people need to lower their ambitions to something they might get done in one month. Of which having no bugs should be a fucking part then.
Thus it's more sane to wrap it up and call it done when release is made. No updates. You think you are talented enough to make a map under one month, good. Make a map without bugs. And if you made a map with bugs, remember what you said about ambitions.
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zedonk
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Post by zedonk on Sept 6, 2021 8:26:59 GMT -5
DBK krew pulling the DBP project into a private discord, leaving forum members in the dark was about me. I don't think this was really about you 40oz. It is just that it is a lot more convenient for some people to use discord than it is to use forums. Also, I find that asking people privately to give feedback on my maps is a lot less nerve-wracking than asking for feedback publicly where anyone can see your map. Sometimes, it is nicer to ask people you know and trust very well to playtest the early versions of your map to ensure it is of a high enough quality for public playtesting.
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40oz
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Post by 40oz on Sept 6, 2021 10:09:53 GMT -5
I don't think this was really about you 40oz. It is just that it is a lot more convenient for some people to use discord than it is to use forums. Also, I find that asking people privately to give feedback on my maps is a lot less nerve-wracking than asking for feedback publicly where anyone can see your map. Sometimes, it is nicer to ask people you know and trust very well to playtest the early versions of your map to ensure it is of a high enough quality for public playtesting. You're telling me they entered this forum and started participating in doomer boards project, later deleted their accounts on this forum, and started their own competing project and posted it over on zdoom forums, and refused to talk to me about what they were doing when asked because talking on discord makes mapping less nerve wracking? That's the reason? It's not me?
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zedonk
Doomer
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Post by zedonk on Sept 6, 2021 11:02:41 GMT -5
I believe that's a different issue. I think the timeline probably goes along something like this:
40oz leaves doomer boards Glenzinho and Billy (among other people) decide to lead some of the DBP projects in 40's absence. They end up using discord a lot because it's more convenient (but they post the more fine-tuned maps and resources on the boards.) 40oz returns to doomer boards, some people are still using discord because of the reasons mentioned in my previous post. 40oz is unhappy with the apparent lack of activity on the dbp threads because a lot of the maps are being discussed on discord where people feel safer. This among other things creates a divide between 40oz and the current members of the DBK. The DBK leave doomer boards (the conflict with 40oz did play a part in this but there were other reasons too which I can't go into)
So in conclusion, people deciding to go on discord for mapping feedback didn't really have anything to do with 40oz. The mass exodus did largely involve 40oz but it isn't the sole reason behind everyone leaving.
Addendum: we used to use a public discord server but due to drama issues involving people on the server who will not be named, a lot of us migrated to a different discord server which is now private to help prevent these kind of things from repeating themselves.
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40oz
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Post by 40oz on Sept 6, 2021 11:24:38 GMT -5
I believe that's a different issue. I think the timeline probably goes along something like this: 40oz leaves doomer boards Glenzinho and Billy (among other people) decide to lead some of the DBP projects in 40's absence. They end up using discord a lot because it's more convenient (but they post the more fine-tuned maps and resources on the boards.) 40oz returns to doomer boards, some people are still using discord because of the reasons mentioned in my previous post. 40oz is unhappy with the apparent lack of activity on the dbp threads because a lot of the maps are being discussed on discord where people feel safer. This among other things creates a divide between 40oz and the current members of the DBK. The DBK leave doomer boards (the conflict with 40oz did play a part in this but there were other reasons too which I can't go into) This is not where it started. They were registered members and mapping for DBP before I left. Edit: on discord where people feel safer. Safe from what? Many of those who are now in the DBK coincidentally had a huge issue with the doomer boards project and mapping workshop subforum not being public to non-registered doomer boards members...
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zedonk
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Post by zedonk on Sept 6, 2021 11:28:49 GMT -5
Ok. Thanks for the clarification.
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zedonk
Doomer
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Post by zedonk on Sept 6, 2021 11:37:13 GMT -5
Safe from what? Many of those who are now in the DBK coincidentally had a huge issue with the doomer boards project and mapping workshop subforum not being public to non-registered doomer boards members... Safe from the public eye. It can be quite risky releasing some low quality WIPs publicly because there's the danger of people thinking that that is the final product and hence they assume you're not very good.
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40oz
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Post by 40oz on Sept 6, 2021 13:08:12 GMT -5
Safe from the public eye. It can be quite risky releasing some low quality WIPs publicly because there's the danger of people thinking that that is the final product and hence they assume you're not very good. I'm not following you, zedonk. I understand the part of not wanting to post your maps in public where they can be put on blast by strangers. That sucks when that happens, and believe me if someone does that here I'll squash that shit right away. A community that is encouraged to make new mappers feel like shit is what I consider to be a toxic community and I will definitely stand by creators first before letting lazy condescending commentors grill mappers who putting forth the effort to get good. But you also made this thread stating that you prefer that every part of the forum should be public. Has your opinion changed since I responded? I understand Discord has other benefits too, but it also has other severe problems too which have surfaced in Doomer Boards Project and have been discussed, such as the ones you're under some sort of ad hoc non-disclosure-agreement not to talk about.
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zedonk
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Post by zedonk on Sept 6, 2021 13:32:39 GMT -5
My opinion has partly changed. I actually now prefer the mapping workshop subforum being closed because it does make it clear that my Twisted Reality wad was a WIP at the time I released the thread about it there. I'm still not sure about the DBP subforum though. The risk you run into when post early WIPs of your maps is that they may end up embarrassing you further down the line and it is still very easy for people to access them. I know it seems silly and a little paranoid and I don't actually stop myself from posting maps because of this 'risk.' Honestly, the main reason I use discord is because I find it more convenient getting feedback for my maps in real time and everything happens much faster on discord - something I don't believe the forums is setup to accomplish.
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xeepeep
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Post by xeepeep on Sept 6, 2021 16:57:47 GMT -5
Just to throw my Highly Valued opinion about Stuff in real quick:
If you want a project with a longer time frame, be the change you want to see and HOST ONE. As simple as that. It's not even that hard, think of a theme, find a nice texture pack (or simply use cc4-tex or something), make a map or two and devote a few hours per week to manage stuff and play the incoming submissions.
I used to be neutral about the dbp/mw forums being closed but now I actually appreciate that decision. those two forums feel kind of "cozy" in a way the rest of the forum doesn't and I think the closed-ness plays a šart in it. If the forum had an official discord server or something then limiting access to the subforums would have probably been redundant but it is what it is so it is not.
Regarding the bugfixing stuff: I personally value the lack of bugs more than strictly adhering to the concept of making a map within a month. The maps will remain on the internet forever, and therefore it's better for them to be in a bug-free state than a buggy one. Like, especially if you upload the projects to /idgames, there's an actual chance that your children could eventually discover and play the BUGGY levels you made. If I found out that my dad made buggy doom levels in his early 20s I would literally never talk to him again and that's ON GOD. I fully understand where 40oz is coming from though.
Obviously this is just feedback so feel free to tell me to stick to cockposting.
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