MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
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Post by MegaPancakeStrategist on May 3, 2022 3:59:26 GMT -5
My maps have been described as messy, visually noisy, and variations of the former on a few occasions. I'm sure some of it has to do with my gameplay but when my thoughts drift this way I wonder if my obsessions with detail make my maps unplayable or unenjoyable to some players. I spend a lot of time on details making sure every room of mine meets a visual standard (and sometimes that standard is of an atmospheric painting) so I question if people just enjoy sparsely detailed, simple looking maps more. It'd be a bit of a struggle -- intentionally leaving most maps with just the bare essential details even if it would save me a whole lot of time in the long run and I don't enjoy the thought of forcing myself to map for vanilla-compatibility to tame the detail-oriented beast inside of me either! I do take care to not have wild details that are too distracting in the wrong direction and have other texturing/lighting guidance. Oh and don't think I'm suddenly going to change and lose the some of the "soul" of my maps I just want to know what you guys think on this topic.
TL;DR: Detailed maps versus maps that look vanilla-compatible even if they were made for ports capable of more. Too much for the eyes or no? And if it's just my maps that are received this way, then why?
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Post by underthevolcano on May 3, 2022 5:16:32 GMT -5
It's not about the amount of detail; your maps just have a million different themes going on at once in every room. Like here you have nukage, skulls, vines, marble, rock, tech lights, panels, metal etc. all in the same space with no regards to flat/texture matching, alignment or anything like that, whereas more cleaner-looking maps only have 2-3 texture themes per room at most. Some people will call you out on that, but for me, personally, that's what makes your style yours, so please don't change it.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on May 3, 2022 6:40:31 GMT -5
It'd be interesting to see you make a map with a limited amount of textures, look at lunchlunch's 10x10 mapset that only has 10 textures and flats per map, it has tons of details and still looks crazy despite the limitation. i.imgur.com/rQCp5cR.png
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Post by lunchlunch on May 3, 2022 6:59:23 GMT -5
underthevolcanoThat's not a fair representation, if it's the WAD I'm thinking of, the whole point of its theme is dreamy, absurd, 90s-ish use of stock DOOM I/II textures. MegaPancakeStrategistYour maps look great, all the detail is what made Luminescent Synapse so many peoples' favorite map in A;Z.
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kvsari
Doomer
I like mapping.
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Post by kvsari on May 3, 2022 7:02:46 GMT -5
MegaPancakeStrategist I like your mapping very much. I suggest that you continue cultivating and developing your style.
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Deleted
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Post by Deleted on May 3, 2022 7:43:34 GMT -5
I don't see any reason for doubting yourself here keks, that's just people being people. Do what you want to. Sooner or later someone will try to forcefully imprint their own vision, their own preferences into you, disguised as something else - and filtering these things can be tricky.. fair criticism? jealousy? pure assholishness? My suggestion? Politely ask these people if they can quack like a duck
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MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
Posts: 1,011
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Post by MegaPancakeStrategist on May 3, 2022 9:07:17 GMT -5
underthevolcano Oh yeah I see what you mean when it comes to places like that. Somehow I totally forgot about maps like these but those environments do get raw with being intentionally contrasting (but not in an explicitly ugly way at least not ugly to me). Recently I've wanted to make more maps with that look and wanting to keep in touch with my "roots" though maybe there wasn't a need to if I've just been turning the dial on that kind of texturing back and forth all along which I can see a case for. joe-ilya Sounds like a good enough reason as any to make another map so I may yet try that out even if I have a stigma against limits. lunchlunch It is part of that WAD's theme but it is an explicit example of what's meant by that explanation. The detail in Luminescent Synapse does make up a part of the experience atmosphere-wise but I'd like to think it's more about the layout and map balance since that's what makes it special if every map can have such detail. If I make another sandbox city map like that then that's what it will be compared to and I hope it will be different enough so I won't feel bad if someone says that map was better :y kvsari Thanks I've recently been trying to incorporate damaging sectors to make up for a lack of that core part of the Doom experience and learning my way to design around them. @panurge Yeah that makes sense. I admit that part of what brought this on was that as successful A;Z was there hasn't been any new, real analysis on my maps in those paragraphs of text in the way that those Doomworld mods write sometimes. Asking for not just praise but about what makes them praiseworthy in the first place or criticism you can only find on /vr/ these days. As funny as it is seeing such a unique WAD being ignored I would like to read someone's retrospective eventually. EDIT: Though enough feedback over time has been given that its made up for it and I've learned quite a bit taking it all in about the project and reflecting upon it. Sometimes I'm just not sure about where to go from here after making a lot of maps ya' know?
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skyr
Doomer
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Post by skyr on May 3, 2022 9:51:59 GMT -5
Are these the same type of people who also complain about there being too many words in a Dr. Seus book? So I can only comment on the maps I have played from you and those would be from A;Z, Luminous Gloom and Morbid Autumn. And being "too detailed" never crossed my mind when I played them. I did go back to these maps after I read this thread to see why people might say this. And I can understand where they are coming from. (Understand, not agree, it's an important distinction). Let me take your map from Morbid Autumn as an example: There is a building to the right, a building in front of you, a building to the left, small details all around you and even more that you can't see on this screenshot. There is a lot to take in and I guess that can be seen as overwhelming? But that was the opposite of my reaction which basically was Oh shit, this is fucking cool, I can't wait to explore this castle, how the fuck do you even think of this. I even find the overwhelming argument kinda weak, because it's not like a combat scenario where you need to think quick, you can just take your time to take it all in and explore bit by bit. And let's mention your first map of A;Z and not even the map itself, just the opening shot, with the cyberpunk pyramid in the distance. Holy fuck that's the best opening in a doom map ever and it's not even close. I cant even understand how somebody would start playing A;Z, see that shot and don't think by themself welp, I must play this wad now. And the reason for that, which is the same in your map of Morbid Autumn, is the detailing. Your detailing breaths life into your maps. It changes your maps from a regular doom level to an actual place, something to discover and explore, something that exists beyond just being a doom level. too detailed my ass, motherfuckers will complain about water having too much flavourAnd if it's just my maps that are received this way, then why? I'm honestly not sure about this. It might just be perception based. If there are 100 people and 99 people say you look beautiful and 1 person say you have a big nose, most people will focus on their nose and ignore the compliments, even if you dont have a big nose. Or maybe because there is no growth to find in compliments but there is in critisicm, so you focus more on the criticism. The reason why I say this is because I have only see two other people outside of doomerboard talk about your maps, and that were stxvile and MtPain27, and both were very complimentary about your maps. So I have not seen people complaining about your maps. You can't satisfy everybody and the detailing in your maps makes them truly yours and makes them unique. You can be the sweetest peach in the world and there will be somebody who won't like peaches. People will complain about there being too much color in a black and white picture, not every complaint is warranted. Keep making maps how you want them, it will always give the best results. And you can always challenge yourself by limiting yourself if this seems interesting to you. (By the way, how do you add a spoiler to your text? dunno how to do that)
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Deleted
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Post by Deleted on May 3, 2022 10:08:28 GMT -5
I love the detail. Its your own signature style that sets you apart. It makes your Doom maps feel like BUILD maps -- and that's a huge compliment.
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MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
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Post by MegaPancakeStrategist on May 3, 2022 10:41:00 GMT -5
skyr I don't know about the kinds of folk that complain about anything but there may be a degree of elitism to it and the discrimination against orthogonal map geometry I've heard about. Thank you that's a good point about having maps detailed so that they feel more real and pique one's interest, maybe even igniting a long lost curiosity and urge to explore. As for the cyberpunk opening shot I say again that first impressions are really important and that if I'm skipping through a bunch of maps I'll stop and explore the one that looks the most interesting on first sight and give it a try. So that opening is really putting my money where my mouth is on those values of first impressions, interactive paintings, and atmosphere. I know it's a good thing I receive more praise than complaints but it'd be nice to have a point raised on my maps I've never thought about or help me look at how I design things in a new way that had room for improvement and as you say, that room for growth. Also to spoiler text you [ spoiler] [/ spoiler] minus the spaces within brackets. @segfault Thank you it's good to know the struggles toiling in the editor space have been worth it, hehe.
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Deleted
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Post by Deleted on May 3, 2022 11:06:59 GMT -5
Not a particular jab at you, cuppy. But you see, that's the kind of thing that i've tried (and failed miserably) to convey on The death of reviews thread - i think that some of you guys are trapped or even addicted to feedback loops. It seems that people playing, enjoying and posting gameplay footage of your content isn't enough. It has to be more.. it has to be dissected like a frog and it's insides displayed on a table with each part being carefully cataloged. And the one behind the scalpel must be a relevant figure. That is pretty dangerous, imo.
This doesn't feel right. I'm not saying that my position on this is correct and yours is wrong. No, to each his own. It just seems that very few people even try to see past this. You enter a Doom community and you are bombarded with this approach, so you assume that it has to be the wae things roll. But why?
It's that hard to not care that much for this kinda of stuff? It's that strange to not a give a shit about what x or y blog, yt channel or whatever tells about your craft? Idk, if maybe because i'm something of a outsider that got into Doom way too late.. but i feel like the very doom fanbase that created such amazing content over the years is rapidily transforming this fantastic hobby into a business model - and the profit they seek is more, more and more feedback. More glory from the right people at the right place, if you catch my drift.
To make an analogy to retro games; there's two main mindsets that i often perceive when watching speedrun streams or level design critics. The first is the type of person that picks a game and play around it's quirks. The person may not like the way your character knocks back in the said game, or lack recovery frames or have some weird collision box, wathever.. but he or she accept that and move on. The second type is the person who will not let any of that slide, he or she will complain about it endlessly and say that those devs should have known better and not implemented such asinine things in the game to begin with. Often recurring to a anachronistic or revisionist stance to ground it's criticism. I have my fun watch them complain, but to take them seriously? Pff, hell no.
I'm more of the former type; i don't expect that every single platformer i play to have smooth controls like Super Marion Bros. I don't expect every single metroidvania to be as polished as Hollow Knight. I prefer to experience what the team's vision behind the game managed to deliver in the final product. Along with it's inevitable flaws. Doom maps? Same thing. Not saying that playtesting don't have it's place, of course it does. But how far are you gonna sever your style for more acceptance? How many risks are you willing to take in the end?
To put A;Z into perspective, the gameplay you aimed for in your maps clicks better with me than, for example, 40oz's maps. But i don't think that Financial or Sunset Plaza are inferior maps compared to Mega-City Vengeance. I enjoy each of them for what they are. Financial is fun to play in a different way than Luminecent Synapse is, for example. And i hope that things stay that way; you've got your style, forty got he's and as long as none push theirs as the definitive wae things should be done it's all good in my books. For me the real meat always lies within the gameplay. In the end i see map detailing as just a way to better convey a place or to transport the player into a piece of the author's mind.. being the mind of a normie or the mind of a lunatic, i'm fine with it either way.
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40oz
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Post by 40oz on May 3, 2022 11:12:30 GMT -5
ive received comments like "cluttered" and "visually noisy" before in my mapping, and ive wanted to use these words to describe other peoples maps before. for me, "cluttered" means im colliding into things a lot. a map that is cluttered needs more definition for what is the "walkable" area. In general, i prefer that the floor should probably have like 30-50% less detail than everything else around it. In doom, i want to be able to move through a map like a rally car drifting on a dirt track. i want to slide into new areas without having to look at the groound. I want to get to new places as fast as i want to. Everything i touch usually makes me stop. If i have to make a lot of deliberate key presses to prevent from stopping frequently, (especially during combat) then i will start to get a little annoyed. Like a race track, i feel like the majority of a map should have a 'road' in them that is free from crates, debris, height changing details, and high-hp monsters. "visually noisy" i think just means a lack of color coordination. Usually the way to go is to make 75-90% of your map textured in dark or muted colors (black, gray, brown, tan, beige, soft green) and then one bright color for accents (lights, borders, fire, liquids, sky, computer screens,) i do this comprehensively as a thematic choice when im designing DBP themes so dont have many opportunities to deviate from the color cohesion of the set. I guess thats "training wheels" a little bit because youll have to be more conscious of the color coordination yourself when youre mapping on your own. i like the detailing in your maps a lot. I dont think its fair to characterize your (or anyone's) mapping style in any one way. In my experience with many mappers who have worked on DBP, Ive seen almost everyone, and especially you, break their own rules. To say anyones mapping has a stereotype that can really be identified i think is a really narrow and limited smallbrain perspective. I like detail a lot when i feel like doing it. Working with a smaller grid and putting borders and evenly space lights, insignias, and computer screens on everything usually always makes a map look better. Its a really useful skill and not every mapper has it so please lean into it. I'd be really happy if more mappers mapped like you. You could teach a course on it.
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Deleted
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Post by Deleted on May 3, 2022 12:15:29 GMT -5
MegaPancakeStrategist I've liked your style since I played Spiral Edge when it was new. It's busy, all over the place - and that goes not only for the texture scheme, but for the gameplay as well. Walls open up left and right, barrels, a multitude of enemies and everything is in your face. It's the cheese grater experience and I like it. Oh and don't think I'm suddenly going to change and lose the some of the "soul" of my maps As I'm coming back to dooming after a long absence one thing stands out to me and that is how varied the doom maps are. Obviously, there are trends in everything and many authors try to mimic some style or the other, but no-one makes exactly the same kind of maps as someone else. The personal touch is always there, and I think it's a great strength when so many are interested in making maps. One might not enjoy what everyone is offering (I sure don't), but sooner or later you will find something to your liking if you look hard enough. skyr Aarrrgh! Options->Display Options->Texture Filter Mode: NONE ive received comments like "cluttered" and "visually noisy" before in my mapping That's interesting, as that would be the opposite to what I would describe your maps as. I find that they remind me of a "new car". Sleek, clean and functional. No unnecessary parts or questionable design choices. I could probably go so far as to say they're objectively good from a gameplay perspective. I'm more of an "old car guy" myself though - The less polished maps have so much more character even though they are rusty and the transmission breaks down every few miles.
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Deleted
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Post by Deleted on May 3, 2022 12:40:42 GMT -5
for me, "cluttered" means im colliding into things a lot. a map that is cluttered needs more definition for what is the "walkable" area. In general, i prefer that the floor should probably have like 30-50% less detail than everything else around it. In doom, i want to be able to move through a map like a rally car drifting on a dirt track. i want to slide into new areas without having to look at the groound. I want to get to new places as fast as i want to. Everything i touch usually makes me stop. If i have to make a lot of deliberate key presses to prevent from stopping frequently, (especially during combat) then i will start to get a little annoyed. Like a race track, i feel like the majority of a map should have a 'road' in them that is free from crates, debris, height changing details, and high-hp monsters. "visually noisy" i think just means a lack of color coordination. Usually the way to go is to make 75-90% of your map textured in dark or muted colors (black, gray, brown, tan, beige, soft green) and then one bright color for accents (lights, borders, fire, liquids, sky, computer screens,) i do this comprehensively as a thematic choice when im designing DBP themes so dont have many opportunities to deviate from the color cohesion of the set. I guess thats "training wheels" a little bit because youll have to be more conscious of the color coordination yourself when youre mapping on your own. Quoting for emphasis. The rest of feedback is headed wrong, except for the first reply by underthevolcano (you need to strike out the last line of it though).
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Post by optimus on May 3, 2022 13:26:16 GMT -5
My maps have been described as messy, visually noisy, and variations of the former on a few occasions. I'm sure some of it has to do with my gameplay but when my thoughts drift this way I wonder if my obsessions with detail make my maps unplayable or unenjoyable to some players. I spend a lot of time on details making sure every room of mine meets a visual standard (and sometimes that standard is of an atmospheric painting) so I question if people just enjoy sparsely detailed, simple looking maps more. It'd be a bit of a struggle -- intentionally leaving most maps with just the bare essential details even if it would save me a whole lot of time in the long run and I don't enjoy the thought of forcing myself to map for vanilla-compatibility to tame the detail-oriented beast inside of me either! I do take care to not have wild details that are too distracting in the wrong direction and have other texturing/lighting guidance. Oh and don't think I'm suddenly going to change and lose the some of the "soul" of my maps I just want to know what you guys think on this topic. TL;DR: Detailed maps versus maps that look vanilla-compatible even if they were made for ports capable of more. Too much for the eyes or no? And if it's just my maps that are received this way, then why? I like how after playing many DBPs, I start noticing certain authors styles and definitely yours too. So, I'd agree with some saying don't change your style, it's unique. But when we discuss detail, I don't mind the very detailed stuff, it's just that yours has a mix of a big variant of different colored textures, that visually I am struggling more to distinguish what's going on in the environment, how I should react to the enemies fast, and navigation of course. They also have some tight spaces which collect all these visual details closer together. Maybe if there were fewer colors together in an area and more consistent with each other, or expand the areas to be more vast, it would be better for the experience. It's not a matter of detail, sometimes I remember highly detailed maps that use certain textures with closer colors together yet they are easier to distinguish the space, but sometimes I like the occasional plain flat wall without too much visual clutter.
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Post by dr_st on May 3, 2022 14:07:12 GMT -5
It's not about the amount of detail; your maps just have a million different themes going on at once in every room. Like here you have nukage, skulls, vines, marble, rock, tech lights, panels, metal etc. all in the same space with no regards to flat/texture matching, alignment or anything like tha It's like every Duke Nukem II level crammed in the same room. I like that.
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Deleted
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Post by Deleted on May 3, 2022 18:51:47 GMT -5
I personally enjoy hyperdetailed, texture crazy maps in the yakfak / toooooasty /cupcake vein. They're fun, interesting to look at, and full of nook and crannies that make for great gameplay.
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Post by lunchlunch on May 3, 2022 18:52:11 GMT -5
I admit that part of what brought this on was that as successful A;Z was there hasn't been any new, real analysis on my maps in those paragraphs of text in the way that those Doomworld mods write sometimes. Asking for not just praise but about what makes them praiseworthy in the first place or criticism you can only find on /vr/ these days. Auger;Zenith got more plays and reviews and coverage than most WADs ever do. It's kind of insane to need to wring more out of it an entire year later. Remember mapping is an insane waste of time and you shouldn't take any of this seriously, it's just for fun. @panurge A thousand percent, yes, I think mappers are addicted to feedback loops that require more and more feedback over time. Es no bueno. I imagine this hits too close to home for some people to address. I admit I'm a drug addict though, even to the modern drug of social media validation, in this case DOOM social media. What a strange time to live in.
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MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
Posts: 1,011
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Post by MegaPancakeStrategist on May 3, 2022 19:05:16 GMT -5
@panurge Aye, I wouldn't say I'm hooked on that kind of addiction (I do try looking for some when I'm bored/procrastinating/having another sleepless night though knowing it's a waste of time and I should go hunt down more MIDIs instead). Part of it is that I've seen such feedback before so it's kind of curious why there hasn't been any since, but it's not worth thinking about beyond just making note. As for so-called relevant figures (the writers I regard in my previous sentence) I don't really have any in mind besides the now-moderators that have talked about my work before or I used to share a few PMs with. You know, before the paradigm/timeline shift I am thankful for all the feedback I've gotten even if I've stopped responding to some of it as of late (its been a dream come true). As for the rest of your post I don't have much to respond with but I hope I can eventually take you to other cool places in a lunatic's mind. Maybe I'll go play Hollow Knight (when it's on sale). 40oz I admit there is still excessive visual noise in my maps time to time that I let stay because it looks great on the whole even if a new player may be overwhelmed. I don't particularily like the thought of someone playing my map for the first time and being overly cautious not because of the map's difficulty but because it's LSD trip on the inside rife with intimidating technocolors. I liked it when my brain felt some electricity when playtesting my Wishy Wackadoodle map and listening to Final Fantasy XIII-2's Run music. I try to have some matching visual language in my maps and I even think back to lunchlunch 's musings on making atmospheric maps time to time focusing on that point of having recurring visual elements throughout. Man it'd be weird if more mappers mapped like me. Cool if they got the visual composition plays down, worrying if it's the attention to detail part. I've wanted to teach before so my lectures might be a lot of ramblings; inconsistent but interesting depending on my mood and star alignments. @olroda2 Hey thanks for remembering Spiral Edge! Sometimes I wonder if I've lost touch with that kind of chaotic gameplay, though that may easily be remedied by just throwing in random lost souls and more explosive barrels of mostly neutral stance. Good to know I have my own little niche carved out for myself (by making the maps I wish to exist of course). optimus Thank you these are definitely points for me to think about, though I'm not sure how I'd adapt to those concerns just yet and even then it may hinge upon 40oz 's training wheel resource packs. I've tried to use lighting variation to highlight important parts but perhaps I need a greater contrast in lighting. @saltator Thank you lunchlunch Yeah sorry if I seemed desperate (it's not like that really but also not completely untrue D:) but I elaborated on my tangent more in my above response to @panurge within this post (aaaaaaaaaah!!!). I am totally guilty of taking mapping too seriously though and most of the time enjoy having mapped rather than the mapping itself. This reality check hurts.
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Deleted
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Post by Deleted on May 3, 2022 20:12:35 GMT -5
lunchlunch humm, i might have a thing of two to say about your addictions lunchy boy.. but how will it be of any use if i'm smoking camels and drinking cheap beer while watching streams? Furthermore i'm not feeling like talking to you right now. You've spoiled one of the only movies to gather my interest in a while and you did so in a extravagantly out of touch manner. I don't hold grudges but i couldn't find a place in my heart to forgive you, yet. So, have my cold shoulder instead. MegaPancakeStrategist hey it's good to know that you're still insanely sane. Idk if it would be of any help, but to this day i didn't played 1/3 of the so called "most well regarded/most influential pwads" in Doom history.. but i've played a lot of your maps. And look, everyone has it's insecurities and i have my share of that as well. So it wasn't my intention to put you on a spot in any way. It's just something that i've noticed years ago about the Doom fanbase and i think that i've finally found the right words to express it. And ffs go play Hollow Knight already! According to your .org domain, you play nothing but Yu-Gi-Oh! Duel Links - that can't be true, right? If so.. i have my bible open here, do you have a moment to talk about Our Lord and Savior, the Greatest Wrestler of All Time; Jesús?
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Post by lunchlunch on May 3, 2022 20:58:05 GMT -5
You've spoiled one of the only movies to gather my interest in a while and you did so in a extravagantly out of touch manner. I don't hold grudges but i couldn't find a place in my heart to forgive you, yet. So, have my cold shoulder instead. No idea what you're talking about but you sound like a big soybaby if you're upset about a movie spoiler. If you're talking about The Northman, all I said was that there was unapologetic raping and pillaging in it, which I appreciate considering modern sensibilities tend to sanitize these aspects of war within film. If saying there's "raping and pillaging" in a goddamn viking movie is a spoiler to you, grow up. Edit: As far as saying something about my addictions, I'm pretty sure you already did. You caught me taking kratom during that stream (that I embarrassingly impulsively did to avoid going out to the bar that night), and subtly referenced it with the "Tic Tac" comment, which I appreciated (didn't realize the mic was picking that up). So thanks I guess. Anyways, to cope with the anxiety of attention-whoring and streaming myself to the public, I took enough kratom to make myself sick, then quit taking it the next day. So all is well for now.
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MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
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Post by MegaPancakeStrategist on May 3, 2022 21:05:00 GMT -5
Thank you for your considerations, but it's too late for me @panurge . Now I play nothing but Yu-Gi-Oh! Master Duel and I can't tell you when I'll ever see the way out. The anime roleplay may not be there but now I have access to many more powerful demons than ever before. Jesus may be a really cool guy, but I call to question how he could possibly ever match my ace monster's attack points, let alone tango with its clever heheh special abilities.
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40oz
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Post by 40oz on May 4, 2022 8:28:29 GMT -5
re: the validation of myself through doom mapping
I like to watch doom content on twitch and youtube the way some people binge content on netflix or disney plus. Its really nice to have content to watch that is so dearly personalized to my interests. Every DBP is a new season and every player is a different protagonist. its empowering to no longer need subscription-based services when watching people dominate at Doom is what i want to be watching on my couch with my girlfriend in my living room.
A lot of doom content ive watched people play is often a source of frustration and the constant repetition of dying and loading a save to try again at some ridiculously hard part over and over and over is really boring to watch.
I have really fond memories of playing Doom in my teens and exploring all of the classic megawads for a seemingly infinite doom adventure. A lot of people dont get that same experience when all the "popular" wads are too difficult to beat and getting frustrated on stream makes you a magnet for trolls and that sucks. I'd rather create content that people can enjoy without too much effort.
and its really rewarding to see a casual doom player on twitch or youtube get through a DBP of 10-15 maps and be hungry for more. There are plenty to pick from the catalog now, and getting to practice with DBP might help set them up for playing the harder Doom wads out there so they can get a more fulfilling doom experience.
Or i could just be addicted, i dont know.
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Deleted
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Post by Deleted on May 4, 2022 8:45:58 GMT -5
the constant repetition of dying and loading a save to try again at some ridiculously hard part over and over and over is really boring to watch. Funny isn't it? What you find to be boring is the whole reason for me catching brooke606, stxvile and lunch boy streams. Albeit these people are chill, cool-headed and not trainwrecks that want to murder their keyboard in frustration.
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MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
Posts: 1,011
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Post by MegaPancakeStrategist on May 7, 2022 17:21:54 GMT -5
Well I guess I've come to terms now with not having much constructive criticism given towards at my maps anymore like there used to be (there may not be much left to comment on but still I want to get better!) and since I'm in no way new to mapping there's probably no point in scrutinizing my style anymore anyway. The only way left I thought to raise the standards of my general mapping was in regards to how "messy" my maps have been described to be. Now that I'm mapping swole from the DBP mapping gym I won't be making the typical generic stuff as much anymore unless it's to put in my piece like with the latest Dreamcatcher DBP. Yay character development! Now the hard part comes in proving I can make more cool stuff and to develop/refine myself from there too That or I'm just being silly and overly melodramatic. Moving on now.
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