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#Doom 2 mapinfo update
The sandbox city level, MAP19, began as a 3-hour speedmap I had recently done that Tarnsman and I decided to turn into a BTSX level literally one day before we released a major update to E1. There is one big exception to that in BTSX E1. My attempts at speedmapping without outside pressure have a tendency to turn into long-term projects. Outside of speedmapping projects like the 32in24 series, I tend to work pretty methodically. I stare sadly at Doom Builder for a year and then a vertex moves. SC: What is your individual approach to level design? It grew from there and turned into a place where I could try out all sorts of ideas and influences, especially once I was talked into expanding from the initial techbase direction into the more gothic/demonic themes that E2 focuses on. SM: The original spark of inspiration for BTSX was The Darkening E2, an older vanilla-compatible DOOM mapset with original textures inspired by Quake 2. SC: What was your main inspiration for the BTSX series? Jimmy used Cakewalk for his parts of the soundtrack and I used Reason and Sekaiju for mine. I used Photoshop for the textures and Ptoing used ProMotion for his great pixel artwork on the logo, status bar and other elements. SM: Doom Builder 2 and its descendants were the main tools used for level editing, along with SLADE for resource management. SC: What tools did you use to create this megawad? Things snowballed from very modest initial plans into an incredible team effort.
#Doom 2 mapinfo plus
SM: Other than myself, BTSX E1 has contributions from 14 other level designers, five other composers, and one other artist, plus a number of playtesters. SC: How big was your team to make BTSX, Episode 1? I got interested in DOOM mapping in the late ‘90s, spent a few years being very bad at it and started learning more and getting more seriously involved in the community around 2005 or so.
#Doom 2 mapinfo code
If I could dig into the resources to change the graphics or menus in something, I was all over that.ĭOOM seemed like you could just make anything imaginable in it, even before the source code was released. SARAH MANCUSO: I was the kind of nerdy kid who spent more time trying to make games or modify existing ones instead of actually using them as intended. SLAYERS CLUB: What was your experience getting into DOOM modding? How long have you been making DOOM levels? We were lucky enough to interview Mancuso for an inside look at the creative process behind this impressive BTSX series! The lead on the BTSX project, Sarah “esselfortium” is an accomplished modder, self-proclaimed 300-year-old and composer on indie games and visual novels such as Heart of the Woods and the upcoming Summer at the Edge of the Universe. We’ll have details to announce later, but this first Episode the last time you’ll see BTSX in our series of Add-Ons, either – wink! We’re proud to bring yet another action-packed Add-On to our re-releases of DOOM II! Players can now download and play BTSX, Episode 1 through the main menu and enjoy 27 maps’ worth of demon-slaying thrills.