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Tangra

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About Tangra

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  1. Tangra

    Mapping - how much of it is talent?

    When they actually get a chance to work there and turn it down, then i'll believe that. It's easy to say you don't want something you know you have no chance of getting. Could it be because they're more talented than others? Maybe, or maybe be not, it depends if what they're making will actually end up being good and appreciated outside of the Doom community. Knowledge and practice isn't everything.
  2. Tangra

    Mapping - how much of it is talent?

    Great, more delusional thinking. No one says they didn't have to work hard for their success, but a lot of people work just as much if not harder for their dreams, but you'll never ever know or hear their names... i wonder why?
  3. Tangra

    Mapping - how much of it is talent?

    If talent doesn't exist, then why most people here are making Doom levels and not ground breaking triple A games, or creating next gen graphic engines? I know some of you like to believe that you're on the same level as John Carmack, Albert Einstein, Mozart, John Williams, Steven Spielberg, Christopher Lee, Lionel Messi, Michael Jordan, The Beatles etc., but i'm afraid you need a reality check. "No, no, no... see, it's laziness the real reason why we can't be like these names, talent doesn't exist. All those hardworking people, who bust their asses, but never achieve their dreams, i bet they don't try hard enough". Come on... I believe that everyone has a talent, but not everyone is lucky enough to find what that talent is. Also some people are more talented than others, and that's an absolute fact, you have the entire human history as a proof of that.
  4. Tangra

    What does bfg stand for?

    I think it stands for Bad Pointless Thread. Sorry, i was thinking of something else.
  5. I never said or implied newer members can't contribute, they obviously can, and they should. I do it too within my limits. What newbies, like you and me, shouldn't do, is act like pros and lecture people about stuff they themselves are inexperienced about. And by that, of course, i don't mean giving feedback on a map, like we all do. It doesn't matter how long you claim to be mapping or learning the craft, i've played your maps, and they tell me all i need to know - you're inexperienced. You've just volunteered to two community projects, but the fact remains that none of them are yet completed, and you're yet to start your own community project. So what exactly makes you an expert in community projects, that you feel the need to lecture people in a way that honestly feels like you're explaining things to idiots, or little children? It comes across as arrogant, especially since this thread already covers everything that is needed. You're the only one here who thinks the thread is flawed, and you can do it better than members with 10 years of experience and multiple successful CP's under their belt. There is no need for a guide on how to organize folders and set up google documents, and even less, a guide on how to be "mentally strong, decisive in settling disputes and be kind to people". Again, who do you think you're lecturing here? Stupid people who don't know how to behave? It's very arrogant coming from someone with no experience. And you've already been told, once or twice, that the last thing this thread needs is more pointless information to overcomplicate it. It was also very insecure of you to immediately delete the link to your guide, the moment someone criticized you on it, so no one else can see what the critique is about, and then return a day later to once again edit your response, trying to justify yourself with a wall of text that doesn't really change much. And i want to be clear, i'm not trying to humble you or anything, i'm just saying it how i see it, others might view your lectures differently, but i call them seeking validation and a sense of importance. If that's what your goals are, it's perfectly fine, but you shouldn't be surprised if you get called on it again. I personally won't bother you again, do your thing. You already know what i think about it. Other than that, keep up the hard work on your projects. I'm sure with your daily activity you will improve in no time, much faster than me, and i can only applaud you for that.
  6. @DoomGappy how many community projects have you started and completed so far? I think you're rushing a little bit with the lecturing, don't you think? You have made one map, and i should say, a very basic one. You're in no position to lecture people about how to run a community projects, to tell them how decisive and strong they need to be mentally (Seriously? Do you think you're lecturing children or something?), especially since this thread already covers pretty much everything that an inexperienced project leader needs to know, written by people who actually have some history and authority here. It was like two weeks ago when you were like "hey guys, here's my first map", and now you're like "let me tell you how to make maps, and run community projects". I commend your enthusiasm, but sometimes it comes across like you're having a bit of an ego and also a desperate need to prove yourself.
  7. Tangra

    Hiring Doom Wad modder

    I don't think you can afford it, but even if you can, i doubt you'll be willing to pay that much. You're asking for a full game worth of content, how much is that worth to you, considering the hundreds if not thousands of hours of work that it will take by just one modder? Just don't tell me that by "hiring" you mean someone making stuff for you for some lame author's credit at the end, because that will be laughable, and you won't be the first to try. After all, you did say "text me to discuss lore", but skipped mentioning anything about payment.
  8. I absolutelly hate playtesting my own maps. Playtesting is fun when you can do it for someone else (in most cases), and go through the maps blind once or twice, like in a normal playthrough. But what is there to surprise me in my own maps? It always boils down to, "let's see how that encounter works from as many angles as possible", or "let's try to predict all scenairos the player might find to cheese the map", or "let's see how that area works with a different monster arangement", now let's repeat all that 50 times in 3-4 different ports in a short period of time. There's nothing fun in playing the same level on repeat, even if it's not yours. It also makes it hard for me to judge my maps objectivelly, because i'll never have the perspective of going through them blind... will i like them more if i could, or not? That's why i find other players' gameplay and feedback much more important, but me playing my stuff hardly ever feels rewarding, other than to see if everything works as intended. So how much time do i spend playtesting? Once the map is done, around 3-4 hours, but that excludes all the testing i'm doing while building the map... every door, every switch, every trap, every teleport, the scale of every newly drawn room, every adjustment, and everything else you can think of, all get playtested on the spot, so add a few more hours to the process. Oh, and if the map is vanilla-compatible, add even more time for testing the visplanes from all possible spots and viewing angles all around the map.
  9. @DrR0Ck, @retrogamer97 thanks for playing. Can't tell for sure what i was going for. I started making the map with no direction, it was going to be a generic techbase, and there are still traces of that at the start of the level. Then i started changing it into a city map to submit to the Torment of Screams project, but it turned out there were no available slots there, so i finished it as a standalone map. The main inspirations are Blade Runner, Dredd (2012) and brutalist dystopian art in general. I love the combination of concrete gray textures with grass, too bad there are no green tree sprites in the vanilla assets, i might have to add them myself for the sequel.
  10. I did the update and removed the tutti frutti stuff. Also, as mentioned above, i rearranged one of the fights for more variety in the blue key area.
  11. Tangra

    Dario Casali on Half Life development

    Looks like he'll be doing a full playthrough of the game on hard difficulty, and after seeing the first couple of chapters, i can tell we're in for a treat. Understandably, he has forgotten quite a bit about the game and there's already lots of CENSORED hilarity going on, and he's yet to reach the challenging parts. I'm not going to miss a minute of this.
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