What are your thoughts and habits on projects you worked on?

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leileilol
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Re: What are your thoughts and habits on projects you worked on?

Post by leileilol »

Randomly I hop on one project of my own to another project of my own. I don't procrastinate and schedule my efforts.
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Dutch Devil
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Re: What are your thoughts and habits on projects you worked on?

Post by Dutch Devil »

I delete stuff that doesn't get finished, I usually get bored from working on some projects and just quit and delete it.
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Project Shadowcat
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Re: What are your thoughts and habits on projects you worked on?

Post by Project Shadowcat »

Caligari_87 wrote:Ever looked into anger management? ;)

8-)
Having taken three separate classes for anger management, I can honestly say that they don't do shit. ;)

On-topic: I have a few levels that are on my drive, two of which actually done but not polished, that helped me get started on how to edit. But they're not serious projects. The one I'm working on now, I've been doing for about two years now off and on because really I was bored. I wanted to take advantage of some of the things ZDoom had to offer, usually in a more cinematic experience* than anything otherwise truly ground-breaking. I know some people like to go ooh and ahh about some neat-o effects, however I love to create and tell stories...
All of my activity is spontaneous, never scheduled. Since I have a nasty case of ADD I can't really stay glued to the project without opening up Firefox for something completely unrelated about 30 minutes later. :P

* = More game than cutscene, mind you.
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Ghastly
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Re: What are your thoughts and habits on projects you worked on?

Post by Ghastly »

leileilol wrote:Randomly I hop on one project of my own to another project of my own. I don't procrastinate and schedule my efforts.
That's me, aside from procrastinating (Which I do a lot XD).
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Amuscaria
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Re: What are your thoughts and habits on projects you worked on?

Post by Amuscaria »

I tend to work on atleast 3 things at once, so in case one of them gets boring, i goto another until I get my ideas back. A bad habbit I have is being overly picky. I keep redoing something I've already finished because I think it looks crappy the instant I finished the first one. Seems to hold many of my efforts back (DE and Hellion). I usually write out all the info I want for the project, such as decription of the monsters, weapons, levels, and the theme of the mod. It helps me keep the mod consistent over time.
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Phobus
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Re: What are your thoughts and habits on projects you worked on?

Post by Phobus »

In an overall sense, I generally make stuff as I feel I want to, and if I want to do a project, I organise it and then work on it. I do occaissionally delay, or get delayed, and I do start multiple projects, or get involved in the odd community map (which I prioritise as more important than my own work). I also may drop things if I feel it's too much work for no real decent acheivement (Takeover, amongst other things). I have the habit of picturing it all in my mind first, and then working it through. Alternately, I build things as I go, only envisioning it room-by-room or section-by-section. Regardless of how it's planned, I always do things progressively (ie. maps in progression order, monsters as I think they'll be used...)

And now, for a release-by-release breakdown, because I have time to kill:

Scourge - Worked on so long ago now that I can't really remember too much about it. Most development was done in early 2000s, maybe even before then. Most maps were made originally to be single maps, and sort of had progression into eachother, so I eventually combined it into one whole wad and went to finish the megawad. Eventually I got DB, and ZDoom, and added things such as jumping and the later maps. Then came the secret map, which later became Warpzone due to it not fitting in (as I believe Enjay put it). I then made a smaller, better detailed map and a Baron of Hell edit for the secret map. Honestly I think the project would have been better if it had been made a released earlier, as it would have fit in more with the time. But I wasn't good enough then. Overall my opinion of the wad is that it slopes upwards in quality, and I'm rather proud of MAP19, MAP20 and MAP21.

White Light - My first ZDoom as HeXen map, and a good technical display. I remember making it as a boss fight for Caligari_87's brightness competition, so I had an arena in mind and made a new monster for it. The development was over 12 evenings, basically, and I knew roughly what I wanted the whole time. Not too good a wad, I think, but alright for a quick, difficult blast if you've not got much better to do.

Warpzone - Awful development really. I made this massive map on a room-by-room basis over ages and sort of slotted gameplay together in places as though it was a community map. It was designed to be big and detailed, which it is. Sadly it plays badly, even after many revisions. Very long, bad use of good music and the boss monster, whilst fairly good, is nowhere near big enough for the map. It's like having a comma at the end of a sentence, rather than a full stop. I'm proud of the size, but that's roughly it for this wad.

Scars of the Wounded Prey - I wanted to make a HR style map... this I didn't acheive too well. However, the end result I am proud of, as it involved a lot of community feedback and testing, and produced something fairly fun (I think) on both difficulty settings. Built quickly, with a few good ideas at a time, I think this was probably one of the wads I made that went best. It was updated later too, which sort of makes me feel as though it was worthwhile in a longevity sense.

ZCTCmaps MAP05 - A little DM map I made for cutty's zctc project. I knew roughly what I was doing, but don't have a lot of proper DM mapping experience, so I've no idea how that works. As a bit of architecture I like it though. Nice little bit of fun on the side of my main projects :P

SabreBlade - Product of a collaberation between me, Bouncy and KoF (now BP) trying a mapping project, in the end only this by me and Bouncy came to light. Nice monster, pretty tough, but it's existence has so far been unused as far as I know, and it's product of a failed project, which was never really going to work anyway.

Twisted Joke - My last release for a while, this map was made for a failed 2006 DAC. I like this one, with the silly theme, cool little slide thingy and one or two other nice little bits. Development here was of the section-by-section approach, with each section being driven by an idea. Went fairly well I'd say. Also got a later update for co-op.

CC3 MAP18 - Very good to work on after so many failed, stalled and otherwise unprogressed projects, this evolved on a section-by-section basis around a central idea. I really like how this one turned out, and am quite proud of it overall.

Justice - Infernal Mechanics - I made this round a central theme, and intended to avoid detailing too much, so I could focus on my gameplay concept, and use all of my monsters (except the Sabreblade) in a fairly new idea that was quick to make. I'm happy with it overall, given it's short development time and aim, though I'll admit it's not the best of maps. A case of working within a concept and producing a result quickly. I might expand on it one day, but if I do, I'll improve the sword.

ZPack E1M2, E2M1, E2M0 - I made E2M1 first, which was concept based, and also based on Scourge MAP01-MAP03. This worked quite well for what it was, though it needed touching up several times (largely from T667's advice), so development wise, it was a bit of a chore at times. Still quite happy with it overall though. E2M0 was next made, with the focus being on section-by-section gameplay and architecture concepts. This worked out well for what it was, though I still can't believe I thought I'd make something like that for a megawad... Even so, it wouldn't be a bad map on it's own, if a little odd. Finally I made E1M2, based on ZDCMP2's corpse. Quick development based on non-linear evolutionary mapping, I did this one by making the frame first, then making each room as I went in the gameplay progression. This worked well I felt, and was a good way to map for a small one. I'd recommend people try it and see how it works for them, in all honesty. Overall I feel my contributions to the project were work I could be happy with, but nowhere near the best present in the set.

Coils of the Twisted Tale - I set out to use up all of my old ideas and get them out into the world, though delayed for various things, and tired of mapping it once or twice. End result was something I was very happy with though, and the section-by-section concept mapping worked well to begin with, and near the end, just not so well in the middle. The overall development was something I felt could have gone better, but as you can imagine, I feel that about most projects :P

TCP MAP05, MAP16 - Nice little project, largely from little known mappers, I felt this went together quite well. MAP05 was too brown, but was a good evolutionary style map to make and the overall result was nicely playable I felt. MAP16 was a lot of fun for me, and the development was evolutionary, with an overall driving concept. Probably one of my better thought out maps, for a small one, due to the multiple thread gameplay, and excessive play testing to make it work.

Virus Episode 1 3 map Demo - This was a solid development cycle when it was going, only delayed at one point due to about three other projects, but picked up right where it was left off. There's a lot of life left in this if I get the time to get back to it. So far I'm happy with what I've got, and the concept driven development is working well, especially within the plans.
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