Alexagon Posted September 19, 2020 Tips and tricks that may or may not be obvious when it comes to level design. Things that either make processes easier or improves the design of the map. I posted this in another thread bur realized it might be a better fit here. 0 Quote Share this post Link to post
zigg1zagg1 Posted September 19, 2020 One thing i wish i knew sooner is that GZdoombuilder has a 'make door' button that automatically sets textures and unpegs the side texture of a door, saves a lot of time compared to doing that all manually. 1 Quote Share this post Link to post
Spectre01 Posted September 20, 2020 The stair builder and curve/split linedef tools. The first one is great for outlining sectors instead of manually drawing around them; good for detailing or working with angles. The curve/split tool is very useful for not only making clean curves, but also splitting linedefs into appropriate segments for specific textures you're working with. 2 Quote Share this post Link to post
Alexagon Posted September 20, 2020 20 minutes ago, Spectre01 said: The stair builder and curve/split linedef tools. The first one is great for outlining sectors instead of manually drawing around them; good for detailing or working with angles. The curve/split tool is very useful for not only making clean curves, but also splitting linedefs into appropriate segments for specific textures you're working with. I find it difficult to use the curve tool effectively. It seems to curve strangely at times. I can't figure out the best places to place points for a good curve. 0 Quote Share this post Link to post
Doom_Dude Posted September 20, 2020 Here is a few tips, in no particular order. Keep it small. You don't have to make a giant map or a megawad. Don't use too many doors. Use them to separate areas, rather than having them in every room. Even in every other room is too many doors. You can even eliminate door opening procedures by having some doors that stay open. When in doubt, make a doorway instead. Don't use too many long halls. They can be boring. I've made enough long, narrow halls to know it's not the best design decision. An enemy around every corner becomes predictable. Pool groups together in a corner in one room, no monsters at all in another and in another spread them about. Mix it up. Try drawing layouts for maps or even just rooms on graph paper. Interconnecting areas is good. Make doors and gates that open up onto places already visited, so the player doesn't have to walk all the way back for loot / get to an unexplored portion. Put in windows between areas or place some machinery / pipes in a recessed space where two areas look into. Back your stuff up no matter how small it may be. Cloud, dropbox, flash drive, another drive, CD, etc... Be aware of the player being able to click on switches from being close, even if the switch is above on a ledge or sunk in the ground. I made the mistake of this in map13 of Vilecore. I wanted the player to have a choice of 4 switches at the very start so that the first encounter was different depending on what one was selected. I didn't know at the time that once you jump down you can still click on all of them. Inescapable death pits aren't all that fun. I used them before and I regret it. Standing in lava going ouch, ouch, ouch until you die is a bit tedious. I think a way out is better even if the chance of survival is low. Do things with your ceilings besides placing a light or two. Cut in some skylights or place some beams.... Play with unusual shapes. In my editing youth, I made a lot of boxy rooms. Don't make a lot of those. Texture variation and learning what textures look good together is something to be aware of. Don't use the same couple textures everywhere like I may have done. Secrets are more interesting when they're not just a broom closet with a lone health bottle. Outside areas are a nice addition to a map. It took me ages to clue into using them more often. Seek out editing tutorials and read the editing questions thread on the forums. Take breaks from mapping. Test often and take notes of things to fix. The path to being good at anything comes with practice. In Ultimate Doom Builder (and other versions of DB I assume but I don't remember and don't feel like looking) CTRL + F9 (I think that is the default) will load your map where your cursor is placed. Very useful and easier than moving the player start. 10 Quote Share this post Link to post
Kappes Buur Posted September 20, 2020 Use Ultimate Doom Builder and Slade3. Learn all features of both, which also means learning how the DOOM engine uses the various lumps. It sounds simple but takes a lot of research, especially when using an advanced source port. Ask questions. 2 Quote Share this post Link to post
PeterMoro Posted September 20, 2020 (edited) This thread might help: Edited September 20, 2020 by PeterMoro 0 Quote Share this post Link to post
SilverMiner Posted September 20, 2020 8 hours ago, Alexagon said: Things that either make processes easier Draw your map's sketches on paper, then build it 0 Quote Share this post Link to post
ReX Posted September 20, 2020 16 hours ago, Alexagon said: .... improves the design of the map. @Doom_Dude already mentioned interconnecting areas, but I'll expand a little. Episode 1 of the original DooM uses this to excellent effect. Often, a secret is in an outdoor area that is visible from inside a building, and it takes some exploring to find that secret. What this does is gives the player the sense that the map is larger and more complex than it seems at first, and provides a sense of anticipation. Of course, it is not necessary to use such areas (that are visible but initially inaccessible) just for secrets, or have them be just in outdoor areas. Another way to add an anticipatory element to a map is non-linearity. A map that requires a player to back-track to a location after completing an objective is subtly telling the player to expect some mayhem on the return trip. Non-linearity can also be used to offer alternative paths to an objective, lending the map replay value. 2 Quote Share this post Link to post
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