DarynS and I have been friends for nearly 30 years, he and I working on various projects together, for many of those years.

DarynS 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.

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Alright, since I got map 6 complete, I've been devoting some time to going back over the previous maps.

Balance work, oh my!

I've been very carefully scrutinizing ammo and health pickups, very aware that the maps tend to really load you up on ammo, especially when you find the secrets. That kind of skews the challenge, making the maps a bit too easy. So I've been going through, playtesting, and determining where lesser ammo pickups would be more conducive to a challenge.

Not with a mind to make the maps an absurd challenge, but decidedly a challenge, nonetheless. Think Knee Deep in the Dead with a bit of extra backside kicking thrown in, and you'll pretty much have what I'm going for. I want the maps to be a challenge, but an enjoyable challenge, very much indeed, yes.

I've also been aware where some areas put a real taxing on CPU usage. I've been giving that a good looking over, too.

For instance, just today, I completely reworked the lighting in the final water area in map02. The setup now uses half the dynamic lights it used to, which lets you have a look out there without your game turning into a momentary slideshow.

I plan to do the same with map04 next, hoping to achieve the same results. I am also going to be working to do way with all those techno lamp sprites that Doom2 used. It is going to be a process, as there are a lot of those in use across the maps right now, but I intend to slowly replace all of them with 3D lighting structures and dynamic lights. It will look a lot better, doing away with those dated sprites, and it will help the maps stay better in theme across all the maps.

We're hoping to have another update for you guys, within the next couple of weekends.

We've been doing a lot of other work, too. DarynS has been revisiting his codework, improving a lot of things and making sure everything works with as little CPU impact as can be achieved. All in all, it's going to be a nice update package. Something to look forward to, definitely.

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DoomDb - The official Doom WAD sharing group!

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A small modding group made up of close friends. We do this for fun, for the love of DOOM, and to make cool stuff for folks to play.

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