|
New Level Search/FTP Server
Jan 11 2004 -
As I mentioned on my
Levels
page, I'm finding very few levels
worth posting. Sarge Baldy sent me an
excellent new map of his called
Neith,
which is now available on the
Levels
page with my review. It got me to
thinking I'd like to see some new
stuff, so this is a request for level
designers old and new to send me their
latest (or their oldest) level, so
long as you really think it's the best
level ever made (which is what every
LD ought to think of his maps,
otherwise he should never release
them).
I just started an FTP server for this
site, and I'm experimenting with a few
of the larger downloads being
"mirrored" there. If you'd like, you
can FTP your latest creation (or
latest DOOM tool or program or texture
pack, or whatever) to me at:
drsleep.fw.nu
login: anonymous
pass: anonymous
/uploads dir
Browse the /DoomArchives while you're
there. And give me a couple days to
get back to you about your upload.
(It'd be a good idea to
email me that
you uploaded something so I know it's
there.)
Updates
Jan 6 2004 -
I've finally updated many areas,
including the
AddOn Levels,
Tutorials,
Downloads,
and my tell-all
About pages. I'm waiting on an
article for the
Editing Clinic, which I want to
put up instead of my own, so look for
it this weekend. There are now 20
different DOOM editors for
download, plus more
Graphics and
Nodes
utilities. I've been down with a cold
the past week and just now feel a bit
more human, so thanks for your
patience. Seems like I've been doing
nothing but working on this page, but
the progress has so far been a
trickle. I hope to change that now.
Right now I'm playing through a lot of
levels that people have sent me (plus
some older ones), so there'll be a lot
more coming on the levels page this
weekend.
There's a game conversion project in
the works with some great level
designers and myself, so there'll be
more information on that, too. We're
looking for artists, modelers, and a
level designer or two. Thanks again
for your support.
Up and Running (Mostly)
Dec 29 2003 -
Many thanks to all for the emails and
warm welcome back. The holidays have
been hectic, but at least part of the
site will be up tonight:
Tutorials,
AddOn Levels, and the
Downloads sections. I'm just
testing my download links and tweaking
a few other things.
I wanted to clarify that while I said
that JDoom was responsible for
bringing me back to the DOOM
community, I am a great fan of
ZDoom
- and I am aware that the two do
differ in editing environments. I'm
still learning about ZDoom and
would like to invite any of you out
there who might like to contribute to
the Editing Clinic with
articles about editing for ZDoom.
In fact, I invite articles from anyone
on editing any aspect of DOOM.
Perhaps you have some lighting tricks
you'd like to reveal, or a lesson in
aesthetics.
Editing Clinic and JDoom
areas will be ready in a day or so, so
please check back! Thanks for your
early support!
For
Mapping Maniacs
Dec 24 2003 -
Welcome to the resurrection of my
DOOM Apothecary website. I
first started this page in 1994, and
it was the homepage of the DETH
editor by Antony Burden (based on
Raphael Quinet's groundbreaking DEU)
for many years. Again, I'd like
to make this site a major source of
quality DOOM editing tools, as
well as a primo source for DOOM
editing tips, tutorials, and classic
PWADs. I'll not only give you
some tips on level design, but also
step-by-step guidance on a few level
editors such as DOOM Builder, DEU and
WinDEU, and other utilities.
I released my first DOOM level,
Dante's Gate, in May of 1994,
and within a year I was working for id
Software on The Ultimate DOOM
(I designed E4M7 "And Hell Followed")
and five maps for Master Levels for
DOOM II. A few months
later I was hired full-time by Epic Mega-Games
for UNREAL. (Later, I
would work for John Romero at
Ion Storm on the Greek episode for
DAIKATANA and Xatrix on KINGPIN.)
So I was very very lucky, as were many
other part-time level designers: we were doing
levels not just for fun, but because
we HAD to! The obsession had to
be fed. And fed.
If you know what I'm talking about - you
just HAVE to build levels - then
you probably have the Right Stuff.
Ordinary guys get hired all the time.
(Of course, I'd recommend you delve
deeper into designing by familiarizing
yourself with the new generation of
level editors for the Quake 3 engine,
such as Q3Radient or teach yourself
3DMax.)
|