@[DarynS](members:daryns:959492) and I have been friends for nearly 30 years, he and I working on various projects together, for many of those years. @[DarynS](members:daryns:959492) has the ability to pick up very quickly on technical matters, learning very rapidly, thereafter able to apply what he has learned with great effectiveness. Whereas I, apparently, have some small knack for making Doom maps. Our two talents compliment each other's perfectly, all of our projects, without exception, emerging remarkably well. Especially our Doom maps. I have dabbled in making maps for Doom since the late 90s, getting my start with DoomEd, then later graduating to DoomBuilder2, when I decided to get back into map-making again. Now, I use Ultimate DoomBuilder, enjoying it very much, and especially its developers' apparent desire to make the full power of GZDoom accessible to as many people as they can.

Report RSS My Map-Making Skills

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Hello, everyone.

BarefootMapMaker here.

It would be a fair estimation to say that I am pretty skilled at this. Making maps form Doom. I am pretty good at it. Heh, I suppose. But even still, I am learning more and more, every time I sit down to work on Dragon Sector. The multi-level 3D floors were the first good example of this - the spiral staircases, that big staircase at the end of map04, the Fuel Refinery.

One thing I find myself doing, whenever I learn something new, especially if it's significant, is I go back and apply the new knowledge to my previous maps. All of the maps so far, have benefited from this.

We're planning another big release tomorrow. It's not a new map - just a bunch of newly acquired applied knowledge. Making things that are already there, better, and adding things that we didn't realize we could before.

All of that said, I apologize for the long wait for map05 - Nuclear Station.

I wound up taking about a six-month leave from it. It was just such a daunting task staring me in the face, that I just stopped wanting to do it. When I start feeling that, I don't try to push it. I did that with map03 - Skyway - and it came back to bite me in the backside, along with everyone who played it, with its poor layout and playable quality. I can't push these maps. They have to just... well, come out of me. If I try to force it to work, it just doesn't. When I get into that creative mindset, though, yeah, and I just let it flow? A seriously first-class map starts emerging.

Anyway, that's all for now. Just look for an update tomorrow - another full upload. There's lots to look forward to in it. Credits on the intermission screens, new effects for the rebreather, a lot of improvements to map01 and 03, and just a few cool little surprises thrown in.

Thanks for your support, everyone. We wouldn't be what we are, wouldn't be doing it, if we didn't have you folks in our corner rooting for us!

All the best!

--BarefootMapMaker and DarynS

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