Emotrooper02 Posted April 8, 2019 I have been building maps for about 9 months almost when ever I have time every day I am trying to improve myself in Doom editing. I have been watching Youtube channels that review Doom wads to see what makes these wads really good but I feel I am not improving how I would like I mean I am not gonna have the skill that some guy who has been doing this for years would have but anyways things I want tips and improvement on. -Larger maps with more detail -Maps are linear rather than the maze like appearance than what old Doom had I have been looking at my favourite Doom maps for some inspiration such as E2M1 E3M1 E3M3 E1M7 E1M9 MAP09 MAP10 MAP16 If anyone wants to help out you can leave a comment or text me on Discord-Ian#4378 1 Quote Share this post Link to post
Kappes Buur Posted April 8, 2019 Check out https://www.doomworld.com/cacowards/ for inspiration galore. 2 Quote Share this post Link to post
Vermil Posted April 8, 2019 Looks like you prefer less linear maps in general (aside from ExM1). 0 Quote Share this post Link to post
Emotrooper02 Posted April 9, 2019 My most recent map I am currently studying what I should work on I enjoy the IWAD design I feel my design is lacking but I'm gonna keep nitpicking myself until I make a good looking map https://www.mediafire.com/file/7nucb3buw4s1hzk/Stone+Of+Lucifer.zip 0 Quote Share this post Link to post
Kappes Buur Posted April 10, 2019 Making doors flush with walls is so 1990's style. :-) Even small alterations to your maps can have a drastic effect on the visual appeal. Here is my take on your E3M1 entrance to the map E3M1.7z 1 Quote Share this post Link to post
Emotrooper02 Posted April 10, 2019 It looks very nice I will study off this aswell for my newest maps 0 Quote Share this post Link to post
Emotrooper02 Posted April 10, 2019 This is a rework of one of my in progress maps seeing how Kappes Buur redesigned the first room of my first 9 level wad I am gonna apply what I learned here to my newer maps like this one still far from great but I will get there if you wanna see the map it loads up in Doom 2 rework.zip 0 Quote Share this post Link to post
boris Posted April 10, 2019 4 hours ago, Kappes Buur said: Making doors flush with walls is so 1990's style. :-) Doors are so 1990's style ;) @Emotrooper02 Maybe this post will help you a bit: It's probably not exactly what you want, since t he looping design is quite some divergence from how the original maps play out most of the time, but maybe you can take something away from it anyways. 2 Quote Share this post Link to post
Emotrooper02 Posted April 10, 2019 After what I learned from studying Kappes Buur map design on how he reworked my E3M1 I came up with a new set of designs and tests and something I tried that honestly should be a no brainer make secrets out of reach to try and get the player to explore the map but I tried to implement more lighting rather that the flat brightness level I will be putting a link of the current map when I actually put monsters in it and @boris I will check that article out. 0 Quote Share this post Link to post
joepallai Posted April 10, 2019 This is an excellent discussion on Level Progress diagrams and has given me great food for thought as to why I like certain maps in the originals over others. Maybe it could help. You're on the right track with making secrets observable, leaving the player to want to find them. I would concentrate on making good smaller sized maps before worrying about doing a larger map; something that plays well for 5 to 10 minutes is so much better than something that takes 20 minutes to play and is a chore. When you get comfortable or bored making smaller maps then tackle a larger map. Play some classics like Espi's "Back to Basics" for inspiration and really examine what's being done in the editor. For nonlinearity try CastEvil and Hellrun (less non-linear and more branching but still excellent). 1 Quote Share this post Link to post
Emotrooper02 Posted April 11, 2019 Here is the little update I said I would upload test.zip 0 Quote Share this post Link to post
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