leileilol wrote:Most are done because 'beta's are betta' without understanding the ideas of the design and the aesthetic it tries to hit. and often young and inexperienced start these (millenials believe an older anything is a superior anything). It doesn't just affect this game too - Duke "astronaut man" Nukem 3D, Shadow "coolys game" Warrior and Un "skaarj fantasy rpg" real suffer this
if not, the experienced do them and then do a kickstarter for deviantart pictures and then throw it all out the window
It is true, that im relatively new to doom moding. I've worked hard to learn the skills needed to make maps. So what? I do like the ideas the doom bible has, and will be first
finishing the levels, second finishing the story, background lore , characters and voice acting. It is a hard thing to balance out what made doom so good, and what is needed for this project. Do I make the monsters weaker or stronger, how do I balance out how the gameplay feels and looks, but yet at its core its still doom.
I think it is perfectly possible to do, someone with a fresh take on the document, resources, and a good helping of software can do.
I personally take all the negative feedback to this project as a personal challenge to make me more determined to finish this mod, ive seen others mistakes on the other doom bible projects have made in the past, and hopefully avoid them. If it becomes a massive effort from multiple people, maybe the game doom may become what it could have been.
I don't think betas are better, and im attempting to take a story that could have been used in a RPG, and make it work in the Gzdoom source port. after the recent death of the mod Doom:evil unleashed, has made me more and more determined to finish this project.
-demo_the_man