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Doom 2 free look
Doom 2 free look













doom 2 free look

My own standards increased dramatically, and before I was halfway through the project, I’d already decided on which of the previous maps were my least favorites, and needed thorough makeovers. Each new map I made was an effort to outdo my previous attempt. From there the project developed, escalating in scale and overall quality as my mapping prowess steadily grew.

#Doom 2 free look full

Feeling like I was onto something, I decided that I’d definitely go for the full 32-level “megawad”. This small mapset, upon its final release (after many a gruelling testing/bugfixing session), saw a good share of praise from the community. October 31st), I had eleven maps in good, working condition. It wasn’t an easy process – mapping in the format for classic Doom sourceports was something I was not accustomed to, and the initial week of mapping for the project saw me bursting into fits of confusion and rage at the new limitations I had presented myself with. With some time off school during half-term break, I took some old layouts of mine that needed finishing and bloody well finished them, created new maps entirely from scratch, planning them out on paper beforehand if I deemed it necessary, and speedmapped like a demon. This turned out to be a massively inaccurate descriptor for the final product of Jenesis, at least in my view. My original specification for the project’s maps was “ Small, easy, modest, probably not very memorable“. The working title for the project was Generix – which would, my intention was, completely reflect the nature of the maps. My initial sights were not all that high. He approved wholeheartedly, and volunteered his advice for when I stumbled over the various limitations of mapping for classic Doom. I started planning my megawad, and introduced the idea to my good buddy Mechadon. My mapping skills in general, and my personal discipline in the process itself, were in serious need of a little brush-up if I were to feel confident in calling myself a mapper.

doom 2 free look

Up until that point, I’d only released small duel and deathmatch maps for Skulltag (which got… mostly good reactions from the community at the time, I guess), so I was no stranger to mapping for Doom – although, I’d released practically zero single-player maps, on account of (a) having very little experience overall – some of my earlier attempts were aborted a quarter of the way through, or just too terrible for even an ironic “hey look at how bad this is” release, and (b) my lack of patience for doing more complicated layouts.















Doom 2 free look