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Level of Detail in Deathmatch mapping


Tashman

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I'm working on a themed Deathmatch Megawad currently as my main Doom related project, but i am really struggling on figuring out how to make it look good. i want to make something as pretty as possible but do not want to make it visually overloaded and clustered for deathmatch gameplay, i'm worried it's going to trend into being either to plain (aka different textured rooms and maybe some slightly fancy lighting) or visually overloaded. what's the best way to figure out that middleground? i really want to shoot for as good looking as possible.

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On 9/15/2021 at 4:11 PM, Junksta said:

I'm working on a themed Deathmatch Megawad currently as my main Doom related project, but i am really struggling on figuring out how to make it look good. i want to make something as pretty as possible but do not want to make it visually overloaded and clustered for deathmatch gameplay, i'm worried it's going to trend into being either to plain (aka different textured rooms and maybe some slightly fancy lighting) or visually overloaded. what's the best way to figure out that middleground? i really want to shoot for as good looking as possible.

To be honest, I think that you should determine for yourself what that middleground would be. I don't think that any of us can say "this is the middleground" (I certainly can't) nor that there are any rules for it (or I haven't seen them). I also work on a Deathmatch map (just one map, no megawad or something) and since a lot of elements in it are were vistas made for singleplayer, it's probably going to be too detailed for Deathmatch (a lot of rooms are already too detailed for the original doom.exe file :D). Just do what you feel is right. You can always change certain things once your wad is released to the public and the feedback from us comes in . . .

Edited by Apprentice

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On 9/17/2021 at 6:08 PM, Apprentice said:

To be honest, I think that you should determine for yourself what that middleground would be. I don't think that any of us can say "this is the middleground" (I certainly can't) nor that there are any rules for it (or I haven't seen them). I also work on a Deathmatch map (just one map, no megawad or something) and since a lot of elements in it are were vistas made for singleplayer, it's probably going to be too detailed for Deathmatch (a lot of rooms are already too detailed for the original doom.exe file :D). Just do what you feel is right. You can always change certain things once your wad is released to the public and the feedback from us comes in . . .

 

thanks! other replies on the thread have been helpful as well. i'm thinking of releasing the wad in parts, before compiling it into a final megawad (get feedback on the first batch if you will, refine the second one, then move to the third one and get a final 32 map set finished and done. i'll definitely reveal it once i am good with the first set) map 1 has been a real stinker for fine tuning!

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