Ghostbusters Doom (Need some mappers)

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CeeJay
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Re: Ghostbusters Doom (Need some mappers)

Post by CeeJay »

trooper077 wrote:Here's the design document that ceejay wrote up: http://www.multiupload.com/WKF9UM6CRT
Well, the design document was supposed to be at a for-your-eyes only basis, that's why i posted it in PMs. But nevermind. I guess it wont do any harm.
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Big-Boss
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Re: Ghostbusters Doom (Need some mappers)

Post by Big-Boss »

CeeJay wrote:No, i would not force at gun-point, allthough i would probably be a bit strict.
I don' t do strict, I have a full plate plus a half of another plate (as Dark Fox said we /all/ have our own issues). I can pick up whatever overflows, because graphics can get backed up pretty quickly. But I warn you now, myself and just about everyone else on this forum do not respond well to the background-general treatment, if all you really do is just lay out orders and expect it to be done, I have my own projects and life to bog myself down with if I feel like straining myself to comply to a man behind a curtain. Otherwise, I am always happy to help a new guy with a project.
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esselfortium
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Re: Ghostbusters Doom (Need some mappers)

Post by esselfortium »

CeeJay wrote:So, uhm, we are basically not allowed to post anything until we actualy have a project. So how are we supposed to recruit people on to the project?
CeeJay: Not Getting The Hint since [year of his birth]
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Big-Boss
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Re: Ghostbusters Doom (Need some mappers)

Post by Big-Boss »

Let us not be too harsh. Yes, he is n00bish and a bit....yeah...but lets not crucify him....just yet. I still think he has 1 or 2 strikes left =P.



(I'm sorry I just cannot bring myself to smack down a n00b before he has been here for more than a week and seriously deserves it by then)
CeeJay
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Re: Ghostbusters Doom (Need some mappers)

Post by CeeJay »

Big-Boss wrote:Let us not be too harsh. Yes, he is n00bish and a bit....yeah...but lets not crucify him....just yet. I still think he has 1 or 2 strikes left =P.



(I'm sorry I just cannot bring myself to smack down a n00b before he has been here for more than a week and seriously deserves it by then)
Thank you. I do apologize to everybody for my rather crude behaviour, it was not my intent. No, i would never force anybody to do anything on the project. However i do ask that those who call themselves commited to the project do deliver but i would forever be grateful for any help we can get. Would you wish to just help out or join the team?

By the way, i am hardly a n00b. I just recently signed up here at the ZDoom forums but i've been involved with Doom and the community since like 1997 or 1998. I've also been forced to take a lot of crap through the years from the community.

And i do know that everybody has issues, some more than others. My primary issue now is that my girlfriend of eight years fell down and died in January for no aparent reason and i am really conserned about her sister who is in a terrible state at the moment.
Gez
 
 
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Re: Ghostbusters Doom (Need some mappers)

Post by Gez »

It's not a question of being a noob or not. It's just that, by experience, everybody here knows that this forum is not the place to go for recruiting team members. Members of this community are likely to help you in case you have some punctual problems (a map that bugs, a script that doesn't work, etc.) but not for doing your mod for you.
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Big-Boss
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Re: Ghostbusters Doom (Need some mappers)

Post by Big-Boss »

Very true, recruiting is probably more suited to ModDB and Doomworld. But whether or not you have been around a long time in /other/ forums still makes you new to THIS forum ;). But that is just semantics. Anyway, joining the team wouldn't really fit into my time schedule, but I explained everything to trooper007, so I will just wait until then to see what he has me do. I will help where needed, and if I end up helping enough to be considered a "team member" then so be it.
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esselfortium
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Re: Ghostbusters Doom (Need some mappers)

Post by esselfortium »

Big-Boss wrote:Very true, recruiting is probably more suited to ModDB and Doomworld.
Doomworld? Say what? :|

edit: ...yes, I know what Doomworld is.
Last edited by esselfortium on Mon Mar 15, 2010 2:45 pm, edited 1 time in total.
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Big-Boss
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Re: Ghostbusters Doom (Need some mappers)

Post by Big-Boss »

esselfortium wrote:
Big-Boss wrote:Very true, recruiting is probably more suited to ModDB and Doomworld.
Doomworld? Say what? :|
Their forums. I am not detracting from this site but that place is more of a general hub for doom and I think people would have more luck finding a person or two there.
CeeJay
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Re: Ghostbusters Doom (Need some mappers)

Post by CeeJay »

I don't ask people to "do the project for me", i can be so bad with expressing myself at times which is a problem i have. Anything you could provide for the project would be great! I promise as soon as we have something to show, screenshots will be put up.

I'm currently trying to wrap my mind around decorate scripting, being a faithful Edge/DDF coder for years. I began using it when ZDoom was still in its early primitive DEH/BEX stages.
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Big-Boss
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Re: Ghostbusters Doom (Need some mappers)

Post by Big-Boss »

I could help with DECORATE if needed, but we will see what trooper077 says. When he contacts me I will see what I can do graphics wise.
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Zippy
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Re: Ghostbusters Doom (Need some mappers)

Post by Zippy »

CeeJay:

You have to take a moment to try and look at things from the other side. People are coming by all the time saying they have "great ideas", but 99% of the time these "great ideas" go nowhere. Even if you are a long time Doomer you aren't established on this forum and have no track record here, so you shouldn't expect to be treated any differently than those other 99%. Even if you had the best idea in the world you'd still run up against the restrictions. The biggest point of it is to cut down on the spam.

The most important point is that doesn't stop you from trying to get help. It just means you shouldn't post in the PROJECTS forum until you have something to show. There has always been the option of going to General or even Off-Topic to discuss your ideas to see what kind of response you get, saving creation of a thread in the Projects forums for when there's an actual project picking up steam. That being said you should still expect to see a lack of joiners because as others have alluded to, people here are pretty jaded from so many, "I have the best idea!!! Now I just need mappers, spriters, scripters, etc. to do the work for me!" It's sort of the default assumption made when anybody comes along with nothing but promises. That's just another part where having something to show is really important: the best leaders lead by example, so one who shows their pulling their own weight and sinking a lot more visible time and effort into their own project encourages other people much more.


Less significantly, the attitude. You giving off a lot that you don't need to be. You're far from anything I would call a troll, but you're responding slightly aggressively to just about everything like you're being attacked even though by and large you aren't. This has mostly been an exercise in you posting that you have a project idea and us responding that just ideas isn't how we do things here, please have screenshots or some kind of significant media. You don't need to come back at everything said to you in an attempt to justify your behavior. It's enough to accept that we don't like just the posting of ideas for a project thread and understand why we have rules like that. That's all. And now that you know, you can carry yourself and your planned project forward better, for example by concerting your own efforts on something that you can visibly show to everyone to display your commitment to the project's development.

If you push back against everything said to you, regardless as to whether it's a well meaning criticism or otherwise, you'll find yourself fast out of favor with anybody interacting with you.
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Godzilla
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Re: Ghostbusters Doom (Need some mappers)

Post by Godzilla »

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Trooper 077
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Re: Ghostbusters Doom (Need some mappers)

Post by Trooper 077 »

Godzilla wrote:Image??
uh.. what are you doing?
just remake all the actors done in dehacked in decorate form and make them alot better then you could do back in 2004/2003 whenver GBDoom came out.

And have really stale enemies that everyones already seen? No,the idea behind the ghost was to create something goofy,new and it still can be put in a ghostbusters scienario


Plus having a variety of ghosts makes the gameplay more fun
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esselfortium
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Re: Ghostbusters Doom (Need some mappers)

Post by esselfortium »

But it looks like Image
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