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What type of maps you hate / like mostly?


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Here is my short list.

 

Hate:

 

1. Monstrous, maze like castles, where one map might require up to several hours to beat, without much specific reason to.

2. Mediocre, bording tech bases, that play around "old-school" / "classic" / etc. style, while they are actually not.

3. Disproportionate in complexity slaughter maps.

4. Hard following, no matter what the specific wad about, tech bases - combo / {put usual "medium" here} - hell sequence.

 

Like:

 

1. "Otherworldly" concepts with low (under 100-150) number of enemies.

2. "Honest" slaughters. Tough, but still possible to beat on UV.

3. Short run & gun maps.

 

Perhaps will add something on top later.

Edited by UnknDoomer

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I don't know if I can say I "hate" any type of levels at the moment, but I do like the type of levels that keep me on my toes with resource management and movement. I don't know, it's something I'm learning how to do in my own levels, but having to know when to walk, run, instigate infighting, use rockets or shells, etc. adds so much more fun and more satisfaction personally. Not saying I'd turn my nose up to a complete run and gun slaughterfest, just that levels where I can stop to think and analyze my situation adequately tend to keep me playing for longer

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I don't like very large, abstract maps with unclear paths to progress. High enemy count with very difficult secrets to find.

 

So in essence I prefer linear maps more akin to Doom 1 episodes. I like the first 6 maps of Doom 2 but gradually lose interest as they become more suburban and abstract.

 

Don't get me wrong, I like optional paths and dead ends, as long as it gives me something of good value in return. Don't keep me guessing.

 

I might prefer that the map design gives me subtle clues to what path is progress and what isn't. I suppose the keycard doors were the traditional solution.

Edited by Chezza

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not too fond of:

  • jokewads/terrywads: i usually can't comprehend them even though some of them were made with good intentions, i guess. sorry :(
  • difficult puzzly maps, especially ones that require inter-map traversals: i'm personally terrible at problem solving.
  • very dark maps with flashlight disabled: can't see a thing.
  • maps with lots of strobe lights: sometimes get [flicker vertigo].
  • maps with difficult platforming: my achilles heel.

like:

  • all other maps except those that require speed-running skills to complete.

learning to like:

  • maps that require speed-running skills. still learning the basics, like doing the [sr50] properly and not getting killed when doing rocket jumps.

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Map types I hate:

  • Anything with razor-thin catwalks, i.e. DooM II MAP24: "The Chasm", and/or precision platforming in general. I play DooM to blow crap up, not make precise hops across small platforms, or careful walks across tightropes.
  • Maps that rely too much on trial-and-error ambushes. Again, I play DooM to blow off steam by blasting demons in the face; getting butt-blasted by enemies that I didn't expect is NOT fun.
  • Maps that have timed switch-and-door or switch-and-elevator puzzles that require me to navigate complex areas at high speed. I get that I'm supposed to be fast in DooM, but having to get through complex obstacles on a strict time limit really kills my mood.

Map types I love:

  • Maps that encourage the use of a broad part of your armory. You're able to carry a large number of weapons at one time, unlike most modern FPS; emphasize this by making combat encounters that reward weapon swapping.
  • Maps that give me room to run, especially in combat encounters. DooM allows you to run as fast as an M18 Hellcat Tank Destroyer, take advantage of that. Open spaces and a focus on projectile-based enemies that encourages the use of speed as both offense and defense is what makes DooM fun to me.
  • Maps that reward me for finding secrets, whether it be through subverting enemy ambushes or giving me supplies. DooM is highly non-linear compared to modern shooters; embrace it and make me want to hunt down secrets.
  • Maps that make me feel powerful. DooM comes from an earlier era of shooters where it was simple: KILL EVERYTHING THAT MOVES. Make the combat the primary focus; DooM has little going for it otherwise, if you ask me. Let me plow through swathes of weak fodder on the way to real threats, surrounding big monsters like Barons and Archviles with numerous smaller demons to push me to the limit.
  • Music sets with high intensity, especially Metal soundtracks. DooM is a fast-paced game, especially if you play it the way I do; it needs music that matches the pace of the gameplay. For more military-themed shooters, I'd suggest a big bombastic orchestra; but for the more straight-forward power fantasy of DooM, Metal is better.

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I is a simple geezer;

 

'Ate switch sequences,

'Ate environmental riddles,

'Ate item hunts,

'Ate puzzle maps (all of em),

'Ate slaughter (not flaming, just don't like em),

'Ate hour long uns,

 

'Luv me 90's pwads,

'Luv me TNTs,

'Luv me short n sweets,

'Luv me standard techbase,

'Luv me alien landscapes,

 

Simple as.

Edited by mrthejoshmon

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Types of maps I hate:

  • Maps with very limited lighting. I can understand why people like to add darkness to their maps (added difficulty, aesthetic etc.) but I prefer brighter maps where I can see what I'm running into.
  • Maps with difficult/extremely punishing platforming sections. Hiding secrets behind platforming sections is cool but forcing the player to perform extremely tricky jumps/slides just to reach the exit & punishing them by either instant death or large amount of backtracking for failing said sections really ruins a map for me.
  • Puzzle maps. I don't necessarily hate them but I don't really enjoy them either.
  • Long or difficult slaughter maps. This is more of a skill issue. I'm not skilled enough for your average slaughter map so I find these maps super frustrating when I try to play them.

 

Types of maps I enjoy:

  • Holdout/Siege(?) maps. I don't know if there's a better term for this type of map but I really like maps where the player is holding a tight space with multiple entrances while surrounded by large horde of monsters (For example the house from Suburbs that you can hide in after triggering the large monster horde or the gas station fight from MyHouse.wad)
  • Long maps with varying combat scenarios that don't necessarily delve into full-slaughter territory (i.e Dehydration from Eviternity or several maps from mapwich 2).
  • Adventure maps that might not include much fighting but focus more on aesthetics & doomcute (It's always cool to see what people can come up with Doom's engine's limitations)
  • Techbase maps. My favorite aesthetic.

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  • 2 weeks later...

I like large intricate maps that blur indoor and outdoor sections seamlessly. I like large invasion maps.

 

The visual beauty of a map does absolutely nothing for me. Im all in for player choice, not cinematic experience.

 

Theres an annoying trend of tourism that runs all throughout the Doom community. We need meat, not snacks.

 

Edited by Dreamskull

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"I would be glad to see something different" map types:

 

  • terrywads
  • jokewads
  • levels with missing/misaligned textures
  • dark maps with poor lighting
  • maps that do not load 😂
  • strictly linear levels
  • black/red hellish levels
  • maps that try to recreate the atmosphere of another game which is not based on one of the idTech engines (not that I hate them, but if the Doom gameplay and overall feeling is not here, this is not really it)
  • forgettable speedmaps
  • levels with repetitive color palette / texturing
  • not balanced maps

 

"Bring some more, this is absolutely amazing!" map types:

 

  • adventurous and surrealistic maps
  • puzzles
  • challenge levels
  • slaughter maps (although so far I don't have enough skill to deal with them, yet)
  • TCs when well-made
  • memorable speedmaps
  • levels suitable for speedrunning (platforming maps, maps with unusual paths etc.)
  • maps featuring labyrinths
  • atmospheric maps
  • levels with creative conceptions
  • maps featuring new techniques
  • non-linear maps
  • original Vanilla levels and these which resemble them
  • maps with rich gameplay
  • levels featuring secrets
  • maps with good MIDIs
  • levels containing references and Easter eggs
  • maps with rich and well-made lighting
  • balanced maps
Edited by Geniraul

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Like:

Platforming

Non-Euclidean weirdness

Tech bases

Withholding the Super Shotgun for as long as possible

Puzzle vibes like The Given, Moonlight, The Grove

Small scale encounters

Cool SR50 skips

Atmospheric music

Strong color contrast

 

Dislike:

Hell

Rocket launcher-centered encounters

Rocket jumping anywhere

Custom monsters

Slow elevators

Levels that start with pressing a switch (no idea why I hate this)

Puzzles with arch-vile jumping

Damaging floors without any radsuits (obv besides sector 11)

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Like:

Classically styled maps

Maps with strict design limitations

Speedmaps

90s shovelware

Clever DeHackEd usage

 

Dislike:

Slaughter

RNG/BFG fests

Platforming

Puzzles

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