Sonikkumania Posted October 5, 2022 Do you have any habit or gimmick that you commit always / often when you map? May it be particular use of textures, linedef action design or monster placement. Anything you find yourself doing all the time basically. Myself, I like to include all 3 hellish faces (Gargoyle, Lion and Satur) on decorations. I've always liked their Gothic design. I'm also keen of blinking light sectors. Obivously I try to design them in less distracting and more ambient way. They're cool. Sometimes I like to use a lowering floor as a doorway, especially on hell or other surreal themed maps. 6 Quote Share this post Link to post
Thelokk Posted October 5, 2022 (edited) My maps are entirely made up of the same gimmicks over and over. - platforming all over the place. - 9/10th of the enemies crammed into the final room. - every single corner has to have a trim. - BFG is a figment of your imagination. You wish life was that easy, dontcha? - if a pit is escapable and / or not damaging I haven't done my job right. - run n' gun is an illness, not a playstyle. Anything that isn't a slow burn and 'gets the player's blood pumping' is anathema. Edited October 5, 2022 by Thelokk 19 Quote Share this post Link to post
yakfak Posted October 5, 2022 (edited) opening the editor and saying "This time I'm going to make something irredeemably ugly" then spending hours on light gradients and microtexture alignment also the gameplay will always be about either chainsawing or berserk punching imps and revenants, i found my lane oh! something I often do is have an early room turn into a giant staircase later on with lots of outside map machinery and control sector stuff Edited October 5, 2022 by yakfak 20 Quote Share this post Link to post
xScavengerWolfx Posted October 5, 2022 (edited) My gimmick is basic: i just use the kiss factor in my maps. In case you want to know kiss factor stands for keep it simple stupid. Also for some weird reason i like to put cross' on the floor in my maps, Idk Edited October 5, 2022 by xScavengerWolfx 6 Quote Share this post Link to post
Sonikkumania Posted October 5, 2022 Just now, xScavengerWolfx said: My gimmick is basic: i just use the kiss factor in my maps. In case you want to know kiss factor stands for keep it simple stupid So I guess my maps are AIDS. Attempting it Dead Simple. 5/5 humour :D 5 Quote Share this post Link to post
Stupid Bunny Posted October 5, 2022 (edited) I'm not sure what I could point to but I guess these are things I've done more often than average Abusing the donut sector action Using BROWNWEL as a switch Making opportunities to chainsaw through gobs of zombiemen like a combine harvester Releasing an archvile at the opposite end of the map to appear with his resurrected buddies when you least expect it (everybody loves this one) Making "serious" maps with the Wolf3D assets Spider Masterminds Also I'm not sure making giant, confusing maps is a gimmick but I've definitely done it several times Edited October 5, 2022 by Stupid Bunny 13 Quote Share this post Link to post
Thelokk Posted October 5, 2022 14 minutes ago, Stupid Bunny said: I'm not sure what I could point to but I guess these are things I've done more often than average Abusing the donut sector action Using BROWNWEL as a switch Making opportunities to chainsaw through mobs of zombiemen like a combine harvester Releasing an archvile at the opposite end of the map to appear with his resurrected buddies when you least expect it (everybody loves this one) Making "serious" maps with the Wolf3D assets Spider Masterminds Also I'm not sure making giant, confusing maps is a gimmick but I've definitely done it several times Unironically peak mapping, the last two especially. 2 Quote Share this post Link to post
TheHambourgeois Posted October 5, 2022 is it a vanilla mapset? if so you can bet your ass im fucking around with PLAYPAL 3 Quote Share this post Link to post
thiccyosh Posted October 5, 2022 Adding too many details per blockmap that nobody will ever notice. Also the reason why I only ever released very few maps lol. 4 Quote Share this post Link to post
Fernito Posted October 5, 2022 I use a lot of non-orthogonal geometry in my maps. I've developed some kind of allergy to right angles over the years, so I avoid them as much as possible. 6 Quote Share this post Link to post
pcorf Posted October 5, 2022 (edited) My recent gimmicks. - Linear progression but maximize interconnection and minimize backtracking. - Run and gun. - Ambushes. - Lots of Secrets. - Use ROCKRED1, ROCKRED2, ROCKRED3 to vary the animation, not just ROCKRED1. Same with other animated textures (BFALL1,2,3,4, SFALL1,2,3,4, etc). My past gimmicks. - Symmetry. - Backtracking. - Unmarked Secrets. - Extreme linearity. Edited October 5, 2022 by pcorf 11 Quote Share this post Link to post
azerty Posted October 5, 2022 @Clippy has his famous paper clip in every single one of his maps. 7 Quote Share this post Link to post
Xyzzу Posted October 5, 2022 (edited) Edited October 5, 2022 by Xyzzy01 13 Quote Share this post Link to post
Sonikkumania Posted October 5, 2022 2 minutes ago, Xyzzy01 said: Meaning, you have that trademark tag on every level you've made? 0 Quote Share this post Link to post
Jayextee Posted October 5, 2022 - Plutonia exit teleporters I probably have some other gimmicks, I haven't really thought about it much. 2 Quote Share this post Link to post
whybmonotacrab Posted October 5, 2022 At some point in all my maps I will probably force you to use the rocket launcher in a cramped environment. I don't know why, but I love that shit. Also fights on elevators. 7 Quote Share this post Link to post
spineapple tea Posted October 5, 2022 My MAP25 for Pandora and Toxic Shock both have a hidden 8-bit Mario sprite. There'd probably be more if I was more active with mapping. There's also this gimmick I do in almost every map where the first enemy you see is almost always a pinky idling over a ripped up player corpse. Pretty sure I first saw that visual in Requiem but I can't be sure. 1 Quote Share this post Link to post
Xyzzу Posted October 5, 2022 6 minutes ago, Sonikkumania said: Meaning, you have that trademark tag on every level you've made? Sometimes, but not a always. https://mobile.twitter.com/SirDabadee/status/1196669893837492225 1 Quote Share this post Link to post
Redead-ITA Posted October 5, 2022 It depends on the situation: I'm very much into tech base than demonic castles and the likes, mostly because i really like technology part of it, not to say that i won't attempt trying them. As my title would imply i would use and abuse Redwall1 mostly because it was of the color red above all else, but it's usually a doom 1 texture exclusive sadly. one of my most common tropes in my mapping i seem to maintain are layouts that are always interconnected to the start of a level. one trope in particular that i kept when i participated the Joy Of mapping series (and by extension also Isolation speed mapping project), was adding myself in the my level, whether i was a decoration or in the map geometry (as the later entries didn't allow custom decorations) 4 Quote Share this post Link to post
antares031 Posted October 5, 2022 Gonna quote one of my old posts: - Blue & gold textures - Structural pillars & beams - Banners on the ceiling - Custom dehacked monsters - MIDI soundtrack, composed by either Tristan Clark or Psychedelic Eyeball - 3-4-5 pythagorean triangles in the layout - Random Doomcute™ decorations - Additional blue & gold textures and more banners on the ceiling - Animated walls, made out of 1-pixel-wide scrollers - Automap cleaning, ceiling-height-changing linedefs indicate either doors, switches, or important places 22 Quote Share this post Link to post
Kinetic Posted October 5, 2022 - silhouetted monsters against FIREWALA or FIRELAVA backdrops - bunch of light gradients 9 Quote Share this post Link to post
Jacek Bourne Posted October 5, 2022 Extreme Detail. Whenever I make a map without messing around. Other than that, usually tyson combat puzzles and increasing complexity. 4 Quote Share this post Link to post
ViolentBeetle Posted October 5, 2022 (edited) A hole in the ceiling with a tall structure going through it. There isn't much you can do with sky hack, but except this. Also brighter lighting behind the windows. Edited October 5, 2022 by ViolentBeetle 9 Quote Share this post Link to post
Xyzzу Posted October 5, 2022 4 minutes ago, ViolentBeetle said: A hole in the ceiling with a tall structure going through it. Ohhh, my~ 1 Quote Share this post Link to post
Xaser Posted October 5, 2022 Circles, towers, and skyfloors. 'Nuff said. I also remember someone saying my layouts tend to "look like crop circles" from above, and yep, that's a thing: 29 Quote Share this post Link to post
Horus Posted October 5, 2022 17 minutes ago, Xaser said: Circles, towers, and skyfloors. 'Nuff said. And unreachable BFGs :P 3 Quote Share this post Link to post
Egg Boy Posted October 5, 2022 Random doomcute among more abstract architecture. This only became a thing when making Pagodia, but its really fun. 6 Quote Share this post Link to post
CapersOnSalad Posted October 5, 2022 (edited) I've found that I like to give the illusion of cruelty on my maps. I'll have a variety of traps and stuff that are absolutely overkill if you fuck up, but the solutions to them are always very easy and, if not, the payout is huge. For singleplayer, I don't really like traps that softlock the player (inescapable pits mainly). I think they should always have a way out. That increases the horror of it in my opinion. The walls are closing in, but there's hope at the end of the tunnel. Can you get there? Edited October 5, 2022 by CapersOnSalad 0 Quote Share this post Link to post
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