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wallabra

What's your Doomfolio?

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 Welcome to Brimstone District's brand new temp agency. If careers are like wheat, temp work is like the seeds - and it takes time to grow. You will become flesh cushioning for high speed items coming off of conveyor belts a few times before you move up in this world. Or, if your portfolio is good enough, we'll sneak you into a decent internship instead, but psst - don't tell the auditors.

 

Hey! Here you can post an overview of your Doom works and your contributions to the community.

 

While there are Doom Wiki pages of many of us, others don't, and many are incomplete. Additionally, it's not very good for discovering people, since you usually have to already have someone in mind to input in the search bar. With a Doomfolio here, people can scroll through the topic, Ctrl+F keywords, and check out your nice collection of stuff.

 

I'll start with myself. While I've made some maps, which have been more decent with time (I still like how Temple of the Marshes turned out tbh), I'm more prolific in this community as a composer. I've helped make two songs for the TNT: Evolution MIDI Pack collabing with both Ivan (continuum.mid) and decino, and am one of the most prolific composers on Hell's Bane , having contributed a total of eight tracks, out of the 39 (36 levels + title, intermission, and cutscene). I have also made a handful of mods, notably the ZetaBot, a fun AI player for GZDoom which can open doors, use lifts and switches, chase after enemies, and while not very good at exploration, is fairly fun to deathmatch against.

 

Sadly, I haven't been as active in the Doom community. My activity lately boiled down to being a React to the Profile Pic Above You thread, before that was recently closed as its novelty wore. And occasoinally new features and polish in ZetaBot. Contrast with, say, my continuing work on and polishing of MushMatch, an Unreal Tournament gametype which is basically a detective (social deduction) game, which has been under development for years, but whose idea has been around since far earlier (since the time of Sentient Mushes, which itself probably predates the Among Us craze).

 

But now it's your turn! Show off some cool stuff you did, big, small, doesn't matter! The Brimstone District Temp Agency will find the right position for you. ;)

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I submitted one map to a speedmapping event. It took me a month to make it.

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Back in 2018 I released depths.wad, a pretty iffy set of 7 UDMF maps, and the only work of mine you'll find on idgames. MIDIs were a mixture of IWAD cuts and MIDIfied tracks from covers youtuber Davester2296's solo album Ultimatum of the Red Planet.

More recently, I have submitted to the unreleased How Much Health? and Doom 2 In City Only community projects, taking slots MAP04 and MAP05 respectively, as well as providing the MIDIs for both.

 

As for unreleased works, most is a part of depths2.wad, a not-quite-megawad sequel to depths.wad that, considering the fact that I don't play with GZDoom anymore and can't play UDMF mapsets with dsda-doom, is on an indefinite development hiatus.

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I just made a website to showcase this recently. Haven't done a ton yet. I have one level on /idgames, which I need to add more. I have 2 90+% complete projects (Terror667: Escape from Eternal Hell, an old limit removing project I made in 2014 and Condemned my ZDoom Heretic project) that I need to wrap up, and a handful of contributions to PUSS speedmapping events. Got at least 3 project contributions in the works that will hopefully be out this year sometime, one of which is honestly me punching above my weight.  I have 2 texture packs and a handful of midis as well.

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I also have a page on my neocities site containing all the doom stuff I've released. I should update it with WIP screenshots of experiments and upcoming maps (shown previously on the "I wanna see your wads" thread) now that I think about it...

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So far I've released 6 maps and 14 MIDIs, in addition to the dozens of things I've made but haven't been finished and released yet.

 

-I've contributed 3 maps and 3 MIDIs to Tom's Halls.

-I have a MIDI collection for anyone to use. Currently contains 11 MIDIs, and I have several more on the way.

-StarZone, a personal project of mine. Currently only a 2-map demo is released, but a total of 14 maps have been at least started.

-Two days ago I posted a 1-hour speedmap in this thread.

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12 hours ago, RjY said:

Also known as a wadography

If you work on the game engine, you would have a source portfolio.

 

Good point. Although I don't mean just maps/WADs, but I dunno if there are people counting whether a wadography includes other kinds of contributions.

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I think I've participated in a similar thread before, but I might as well post an update:

 

Released Maps:

DM: 206

CTF: 34

SP: 9

 

Unreleased Maps:

DM: 37

CTF: 2

SP: 2

_____________

 

290 maps total, (once I released the unreleased levels - can't believe I'm nearing 300 maps already)

 

+ my restriction-themed mapset list:

+ 150 or so WADarcheology reviews:

Here's my DoomWiki link, too:

https://doomwiki.org/wiki/Colton_Murchison_(Arrowhead)

 

EDIT:

Forgot to mention I help host a weekly CTF event that is on its 122nd session this Sunday!

 

:)

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34 minutes ago, Arrowhead said:

290 maps total, (once I released the unreleased levels

I'm afraid to ask... how long have you been mapping...?

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1 minute ago, Astar said:

I'm afraid to ask... how long have you been mapping...?

Since February 2021.

 

:)

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9 minutes ago, Arrowhead said:

Since February 2021.

 

:)

WHAT?? No way! 

Only three years have passed... 

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Forum posts are not a good fit for this sort of thing, since the content will immediately go stale unless every single person who posts here (or a very very enthusiastic moderator) keeps it up to date all the time. That's the big boon of wikis -- they're collaborative. Other folks can help keep your Doomwiki page up to date for you, and there's no rule against people updating their own pages if you want to add missing things yourself.

 

If you don't yet have a Doomwiki page, and you've got some good* releases under your belt, make one! Or ask one of the friendly locals to lend a hand (I don't have a list of the current active wiki editors handy, but they're floating about).

 

[*by "good" I just mean like, "some minimum quality bar", i.e. not just make a bunch of lazy/trolly stuff or whatever :P ]

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My wiki is effectively my doom career. Not a lot there. Hoping to flesh it out.

 

Spoiler

Shameless self plug: Need someone good with ZScript? Hit me up!

 

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Mine:

For doom modding/mapping is my mods webpage: https://urrova.github.io/mods.html

For MIDI composing: i composed 1 MIDI for Doom -1, other two for DOOM 3: IDKFA (dunno what happened to the project) and other two for amalgoom.

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Feel like I might be the oddball in the thread, seeing as all my mapping efforts have been with Doom 3 and Doom Snapmap. (Recently I've started to dive into Quake mapping as well.) I'll note where projects are solo or collaborative.

 

In chronological order:

 

- Demon Genes (standalone SP Doom 3 map) - solo work - released October 2009

- Hexen: Edge of Chaos (total conversion Doom 3 mod, only the 3-level demo ever saw the light of day) - collaborative work - released November 2010

- Demon Exterminator (SP Snapmap for Doom 2016) - solo work - released July 2017

- Blood, Fire & Ice (six-map SP Snapmap campaign for Doom 2016) - solo work - released April 2018

- Doom 3: Phobos (multi-episode SP campaign for Doom 3 and RoE) - collaborative work - released December 2018(episode 1), September 2020(episode 2), episode 3 is currently in the works.

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3 maps so far, 2 maps currently in the making for 2 community projects. the complete list is in my doomworld profile [here].

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14 hours ago, wallabra said:

Good point. Although I don't mean just maps/WADs, but I dunno if there are people counting whether a wadography includes other kinds of contributions.

I know, it was meant as a joke. "Source portfolio" was too good a play-on-words to resist ;)

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1 hour ago, RjY said:

"Source portfolio" was too good a play-on-words to resist ;)

 

Ohhh.....    [cue Hazardous Environments]

 

13 hours ago, Xaser said:

If you don't yet have a Doomwiki page, and you've got some good* releases under your belt, make one! Or ask one of the friendly locals to lend a hand [...]

 

Wikis are great for documenting stuff like this, but not as great for discoverability.

 

Just... just think of this thread as a Tinder for Doom modders and contributors, but I guess just a tad worse at the whole match-making thing. Just a tad.

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RELEASED:
Dissension - 12 single player maps (2021).


DEVELOPMENT:
Dissension II: The Hell That Followed (15 map sequel - likely 2025 release)
Dissension: Perfect Hell (1 map slaughterwad - likely later this year)

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My first 'Doom' release will be out on Valentines day.

 

I've mostly mapped in the background before this.

Edited by OniriA

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I have been mapping since 2019. I have done alot to the PUSS series. I have a doomwiki page that is a bit outdated. I have slowed down my mapping since I started a job and my spare time has been taken up by Warhammer.

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I've made a grand total of 3 maps. I have a couple of others that started with an idea but went nowhere.

 

As for the number of times I've attempted making a new palette...

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While I do have my 'About Me' page full of my works and the Doomwiki page, here are the works I consider important:

 

Doom Core Delta (2011) - Vanilla - Doom 2 - 32 levels

My first megawad of 32 maps, later revised through the Delta release to replace the filler maps and make various fixes throughout for better single-player and co-op play.

 

Reverie (2011) - Vanilla - Doom 2 - 32 levels

My second megawad of 32 maps, and contains an original soundtrack from John Weekley, James Paddock and Stuart Rynn.

 

Eternally Yours (2012) - Vanilla - Doom 2 - 11 levels

My conclusion to what I consider the Doom Core trilogy with an episode for Doom 2 - contains what I feel were my most refined efforts at the time.

 

Vispire (2016) - Vanilla - Doom 2 - 17 levels

Not my strongest effort by any means, and not meant to be, as it was merely a collection of speed maps to help me get back into the game after my hiatus. Still, a collection of 17 maps feels worth mentioning here.

 

Absolute Dishonor (2016) - Vanilla, Doom 2 - 8 levels

Featuring 40oz as a co-developer to help us get back into the Doom game with something more serious. I went against my vanilla norms by pushing hard against the limits and difficulty to try something new. I created four maps for this project.

 

TNT: Resistance (2016) - Vanilla - Doom 2 - 8 levels

A team effort featuring help from the Doom community - I created four maps for this pack as well. Although it was given a final release in 2017, I still consider it a 2016 release as it was mostly finished by then and sat waiting for an unreasonable length of time before seeing its completed release.

 

Oceanside (2017) - limit-removing - Doom 2 - 3 levels

Based on my hometown in Oceanside, California and one of my most personal creations. It was also my first limit-removing release outside of community contributions. It remains one of my personal favorite efforts I've made.

 

Sargasso (2019) - Boom - Doom 2 - 12 levels

My most otherworldly effort and my first time working with DeHackEd as a partial conversion of Doom 2. A sprawling space adventure with big spaces and exploration. It's another personal favorite of mine just for being wildly different from anything else I've done and for the fun of playing with sector trickery.

 

Akeldama (2020) - Vanilla - Doom 2 - 32 levels

A megawad creation from the Doom community - I contributed a handful of maps and worked on various fixes and adjustments to existing maps to bring them up to par with the other maps in the set. Another big adventurous megawad, although it was not intended as such originally.

 

Anomaly Report (2022) - Vanilla - Doom 2 - 33 levels

Good ol' classic Doom inspiration through and through, with the likes of Doom 2 and Memento Mori serving as big inspirations for the project for fast, fun levels. It also has a Unity port release on modern consoles.

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I'm more of a Wadazine guy myself, but here ya go if you insist, not including other WIP mapsets.

 

And yeah, I don't have much time mapping lately.

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I started making maps a few years ago and i decided to join the Doomworld 2023 Maximum project for my first public map, named "Blood Masters". I think it went pretty well, i enjoyed using all the cool udmf functions like 3d floors and seamless vertical teleports to make falling pits and a nice castle.

 

A few months after i made "Metro Madness" which is E4M5 for Death by 1000 lines, a Doom 1 project which as the name implies has a 1000 line limit. I did my best with what i had and i found that i work really well with limitations, it makes my watery brain work in special ways i didn't know it had. You start on a metro and have to go through a small section of a city to the underground and then back up, only to go back into the metro station at the end.

 

Now i'm working on MAP02 for the Hispanic Community Project. First time i work with people in my native language which is always cool, speaking english all day makes me a bit stupid i think because i can't think properly in spanish anymore.

 

I was also working on two maps for myself, one was named "Science Scandal" that someday i'll pick back up. It was about infiltrating with entire castles rising up to the player's pov on the flick of a switch.

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Nothing important or of note. Even my best maps were played by few people and immediately forgotten about. I got a wiki page only because I mostly release my maps in yearly "everything is accepted" community projects, and barely anyone ever plays through these community projects. My average map release rate is 1 map per year, and it's a miracle I release anything at all because for me it's hard to come up with not just original ideas, but even non-original ideas that would fit into Doom. That, and the mapping process can be very unpleasant at times, like, every time I finish a layout I dread starting texturing.

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