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	<title>Comments for Mekworx</title>
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	<link>http://mekworx.phenomer.net</link>
	<description>Vivat Acedia</description>
	<lastBuildDate>Sat, 28 Apr 2012 00:39:05 +0000</lastBuildDate>
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		<title>Comment on Vela Pax by Mechadon</title>
		<link>http://mekworx.phenomer.net/vela-pax/comment-page-1/#comment-4881</link>
		<dc:creator>Mechadon</dc:creator>
		<pubDate>Sat, 28 Apr 2012 00:39:05 +0000</pubDate>
		<guid isPermaLink="false">http://mekworx.phenomer.net/?page_id=1248#comment-4881</guid>
		<description>Oh good idea Jimbo.  I thought I had put a link up to the beta but I guess not.  I&#039;ll fix that right now :sun: 

The collapsible thingy is a spoiler plugin.  It does come in handy :).  I&#039;m pretty sure &lt;a href=&quot;http://wordpress.org/extend/plugins/advanced-spoiler/&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; is the same one.  The name of the plugin is Advanced Spoiler.</description>
		<content:encoded><![CDATA[<p>Oh good idea Jimbo.  I thought I had put a link up to the beta but I guess not.  I&#8217;ll fix that right now <img src='http://mekworx.phenomer.net/wp-includes/images/smilies/emot-sun.gif' alt=':sun:' class='wp-smiley' />  </p>
<p>The collapsible thingy is a spoiler plugin.  It does come in handy <img src='http://mekworx.phenomer.net/wp-includes/images/smilies/emot-happy.gif' alt=':)' class='wp-smiley' /> .  I&#8217;m pretty sure <a href="http://wordpress.org/extend/plugins/advanced-spoiler/" rel="nofollow">this</a> is the same one.  The name of the plugin is Advanced Spoiler.</p>
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		<title>Comment on Vela Pax by jamespaddock</title>
		<link>http://mekworx.phenomer.net/vela-pax/comment-page-1/#comment-4872</link>
		<dc:creator>jamespaddock</dc:creator>
		<pubDate>Fri, 27 Apr 2012 04:09:33 +0000</pubDate>
		<guid isPermaLink="false">http://mekworx.phenomer.net/?page_id=1248#comment-4872</guid>
		<description>Hey Mek, d&#039;you think you could possibly post a link to the latest beta on this page? :D

Also, that little collapsable paragraph is pretty neat. Any idea how I could get that on my own blog? :3</description>
		<content:encoded><![CDATA[<p>Hey Mek, d&#8217;you think you could possibly post a link to the latest beta on this page? <img src='http://mekworx.phenomer.net/wp-includes/images/smilies/emot-grin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Also, that little collapsable paragraph is pretty neat. Any idea how I could get that on my own blog? <img src='http://mekworx.phenomer.net/wp-includes/images/smilies/emot-3.gif' alt=':3' class='wp-smiley' /> </p>
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		<title>Comment on Mechadon Vs. Vanilla by Dusk</title>
		<link>http://mekworx.phenomer.net/2012/04/19/mechadon-vs-vanilla/comment-page-1/#comment-4848</link>
		<dc:creator>Dusk</dc:creator>
		<pubDate>Tue, 24 Apr 2012 16:46:23 +0000</pubDate>
		<guid isPermaLink="false">http://mekworx.phenomer.net/?p=1832#comment-4848</guid>
		<description>So far I&#039;ve mainly mapped for Skulltag/ZDoom too - though I did make a boom compatible DM speedmap, a month ago or something? For some reason I managed to pull one of my better psychedelic themings while limited to Boom format and vanilla textures. So I guess I should give that stuff a shot sometime.

I&#039;ve been doing a ten-map or so wad for ST/ZDoom, some maps being over a year old. And none of them is finished. A bunch is half-way done or so.. maybe after I finally get the stuff out of the door I could take a look at boom mapping.

I can understand that newschool and vanilla mapping are totally different worlds. But I guess I&#039;d understand it even better if I tried it myself.  ^_^</description>
		<content:encoded><![CDATA[<p>So far I&#8217;ve mainly mapped for Skulltag/ZDoom too &#8211; though I did make a boom compatible DM speedmap, a month ago or something? For some reason I managed to pull one of my better psychedelic themings while limited to Boom format and vanilla textures. So I guess I should give that stuff a shot sometime.</p>
<p>I&#8217;ve been doing a ten-map or so wad for ST/ZDoom, some maps being over a year old. And none of them is finished. A bunch is half-way done or so.. maybe after I finally get the stuff out of the door I could take a look at boom mapping.</p>
<p>I can understand that newschool and vanilla mapping are totally different worlds. But I guess I&#8217;d understand it even better if I tried it myself.  <img src='http://mekworx.phenomer.net/wp-includes/images/smilies/emot-happymoar.gif' alt='^_^' class='wp-smiley' /> </p>
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		<title>Comment on Mechadon Vs. Vanilla by Mechadon</title>
		<link>http://mekworx.phenomer.net/2012/04/19/mechadon-vs-vanilla/comment-page-1/#comment-4839</link>
		<dc:creator>Mechadon</dc:creator>
		<pubDate>Tue, 24 Apr 2012 01:05:39 +0000</pubDate>
		<guid isPermaLink="false">http://mekworx.phenomer.net/?p=1832#comment-4839</guid>
		<description>Well I would say that it also depends a lot on your creative personality as well.  There are two schools of thought which seem to define how most creative works are driven - working in a limited environment to force creativity (in a sense) or working in a limitless environment to let your creativity run wild.  There&#039;s no one method which works better than the other; it boils down to the person and what they want to accomplish.

My Doom mapping background comes from the product of ZDoom/Skulltag.  In relation to pure vanilla compatibility, those formats are magnitudes less limited.  So by the time I started doing serious vanilla-compatible mapping, it was quite a shock at how much more limited that format is (even knowing that beforehand).  At first it sort of sucks because you can&#039;t exactly pull out a vision the same way you can with less limited formats.  But you quickly learn to adapt to what works in vanilla at a base level.  After you get a feel for it, you find that there are all sorta of cool things that you can pull off within the vanilla format that are just as impressive as something made in a less limited format.  You have to get past that &quot;limited environment&quot; metal barrier first though before you can appreciate what you have to work with and what can be done.

I would think that from an outside perspective, people would view these vanilla works with the same understanding you get after working within the limits.  But that&#039;s unrealistic since there&#039;s only a small portion of the whole playing group that truly understands that.  So if you compare newschool works versus vanilla works at the same levels, its not entirely fair.  Rather you have to understand the differences between the two first (both in terms of limits and creativity) before comparing them, I think.

When I get right down to it, I prefer the middle ground - Boom or Limit-Removing compatibility.  The reason being is because I like to have some limits to keep me in check but enough wiggle room to let my creativity roam around a bit.  Vanilla is fun but its limits do bottleneck certain map concepts.

If you really enjoy Doom mapping and you want an experience that might increase your design theories, then I say definitely give vanilla mapping a try sometime!  Once you get past that barrier, it really is a lot of fun :)</description>
		<content:encoded><![CDATA[<p>Well I would say that it also depends a lot on your creative personality as well.  There are two schools of thought which seem to define how most creative works are driven &#8211; working in a limited environment to force creativity (in a sense) or working in a limitless environment to let your creativity run wild.  There&#8217;s no one method which works better than the other; it boils down to the person and what they want to accomplish.</p>
<p>My Doom mapping background comes from the product of ZDoom/Skulltag.  In relation to pure vanilla compatibility, those formats are magnitudes less limited.  So by the time I started doing serious vanilla-compatible mapping, it was quite a shock at how much more limited that format is (even knowing that beforehand).  At first it sort of sucks because you can&#8217;t exactly pull out a vision the same way you can with less limited formats.  But you quickly learn to adapt to what works in vanilla at a base level.  After you get a feel for it, you find that there are all sorta of cool things that you can pull off within the vanilla format that are just as impressive as something made in a less limited format.  You have to get past that &#8220;limited environment&#8221; metal barrier first though before you can appreciate what you have to work with and what can be done.</p>
<p>I would think that from an outside perspective, people would view these vanilla works with the same understanding you get after working within the limits.  But that&#8217;s unrealistic since there&#8217;s only a small portion of the whole playing group that truly understands that.  So if you compare newschool works versus vanilla works at the same levels, its not entirely fair.  Rather you have to understand the differences between the two first (both in terms of limits and creativity) before comparing them, I think.</p>
<p>When I get right down to it, I prefer the middle ground &#8211; Boom or Limit-Removing compatibility.  The reason being is because I like to have some limits to keep me in check but enough wiggle room to let my creativity roam around a bit.  Vanilla is fun but its limits do bottleneck certain map concepts.</p>
<p>If you really enjoy Doom mapping and you want an experience that might increase your design theories, then I say definitely give vanilla mapping a try sometime!  Once you get past that barrier, it really is a lot of fun <img src='http://mekworx.phenomer.net/wp-includes/images/smilies/emot-happy.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Mechadon Vs. Vanilla by Dusk</title>
		<link>http://mekworx.phenomer.net/2012/04/19/mechadon-vs-vanilla/comment-page-1/#comment-4834</link>
		<dc:creator>Dusk</dc:creator>
		<pubDate>Mon, 23 Apr 2012 14:33:43 +0000</pubDate>
		<guid isPermaLink="false">http://mekworx.phenomer.net/?p=1832#comment-4834</guid>
		<description>I personally don&#039;t understand how working with limits can induce creativity, but I guess that&#039;s simply because I&#039;ve never mapped truly vanilla. Maybe I should give the stuff a shot?

Liking the stuff, albeit it looks less impressive than newschool stuff, I guess that&#039;s inherent from the vanilla limits and getting the stuff look like that must be quite a feat. :) And the texture usage certainly makes up for the lack of complex geometry.

Looking at it again, it actually looks pretty great! This will be an interesting play-through once the megawad finally hits the doors. :P</description>
		<content:encoded><![CDATA[<p>I personally don&#8217;t understand how working with limits can induce creativity, but I guess that&#8217;s simply because I&#8217;ve never mapped truly vanilla. Maybe I should give the stuff a shot?</p>
<p>Liking the stuff, albeit it looks less impressive than newschool stuff, I guess that&#8217;s inherent from the vanilla limits and getting the stuff look like that must be quite a feat. <img src='http://mekworx.phenomer.net/wp-includes/images/smilies/emot-happy.gif' alt=':)' class='wp-smiley' />  And the texture usage certainly makes up for the lack of complex geometry.</p>
<p>Looking at it again, it actually looks pretty great! This will be an interesting play-through once the megawad finally hits the doors. <img src='http://mekworx.phenomer.net/wp-includes/images/smilies/emot-p.gif' alt=':P' class='wp-smiley' /> </p>
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