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Doom Mapping Crash Course [Absolute beginner mapping workshop]


DoomGappy

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5 minutes ago, Buzter55555 said:

Yea I know I just thought it convenient here but I guess I would try your way soon thank u man

You can edit your post later to look nicer. Also, you can use the spoiler tag to post screenshots, makes the thread look a bit nicer. You can also send the screenshots to imgur and copy the links, this way you can save even more space here. Like this: 

 

Spoiler

Some dimension of the boomed screenies I took the other day (not my maps!!!):

kxgmhZx.jpg

 

WJvDtRu.jpg

 

aZmOMH1.jpg


I'll take a look at your maps as soon as I have the time.

Edited by DoomGappy

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@Buzter55555, I played spiked4. Here is the video about it. I'll try to make another one doing some editing and teaching you some tricks.
 


I also made a little editing video about your map, but for some reason I can't edit it here. I'll check what's wrong and send you. None of my changes were saved. What editor did you use?

Edit: Oh, for some reason your wad has two versions of the same map. I'll try to edit it later and send you a different version so you can analyze it. 

Edited by DoomGappy

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1 hour ago, DoomGappy said:

Hey, @Buzter55555

Thank u and that level was special made for somone to be tricky and the swiches in the room are to lower walls so the monsters can pass through , I wanted this map to be more of a puzzle is all and for some strange reason when I do align my textures they go back I don't know why it may be a bug and I wanted u to have health and find the first green barron door first hit both switches and be trapped,, I kinda made it like a miniture slaughter map for red recluse

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@Buzter55555, here is a video of me editing your map and analyzing some mistakes new mappers make when creating teleporters and sector actions. I explain it in the video in greater detail. I'd recommend to watch it in HD, so that you can see what I'm editing in better quality. I don't think you should tie level progression to that one linedef on the floor in front of the box of shells, though. What if a player just decides to skip it? I've left it as is, but just something for you to bear in mind. 

 

 

And here is an addendum about how obscure the last button that opens the door is.
 

 

And here is DavidXNewton's video talking about the visual language of Doom, which can help you make better looking and more intuitive design.
 


Finally, here is the edited version of your map, without the midi because I want to save space: spiked4 - Feedback.7z

Edited by DoomGappy

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The blue swich opened up the mini room to the switch that opened the exit yep u removed line action on accident that's all but other then that now it kicks ass! Thanks hope u will do andysunholymassacar.zip next

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Oh by the way that switch for the exit upstairs had a texture,, that's crazy it actually had a red switch I don't know what happened but their were 2 on that pole with the eyeball this always happens,,idk maybe I put too many tags and it bugged out probably 

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3 minutes ago, Buzter55555 said:

Oh by the way that switch for the exit upstairs had a texture,, that's crazy it actually had a red switch I don't know what happened but their were 2 on that pole with the eyeball this always happens,,idk maybe I put too many tags and it bugged out probably 

What editor do you use? I didn't mess around with the textures because I wanted to preserve your vision, but also because I wanted to focus on talking about how linedefs and sectors interact.

Edited by DoomGappy

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3 minutes ago, Buzter55555 said:

Also I could not get ultimate doom builder to work on my pc 😑 😒 

Oh, that sucks. Ultimate Doom Builder is such a good editor. It is always being updated too. You should try the 32-bit version. I have a video on installing it. 
 

 

Edited by DoomGappy

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1 minute ago, Buzter55555 said:

Yes I know I tried 10000 times and that's the one I built andysunholymassacar.zip with one of my best maps

I'll take a look at this one next. Hope my video helped you figure out some stuff. Did you try the edited version I sent you?

Edited by DoomGappy

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16 minutes ago, Buzter55555 said:

But I will I did try the 64 bit and 32 bit but the framework won't install for some odd reason

I see. That goes beyond the scope of what I can do to help, but I hope you figure it out regardless. 

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Yes sir I'm stoked about you cleaning andysunholymassacar.zip for real I can't wait to see you fix it you will love this map I think we'll after it's fine tuned by u of course 😉 

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13 hours ago, Buzter55555 said:

Yes sir I'm stoked about you cleaning andysunholymassacar.zip for real I can't wait to see you fix it you will love this map I think we'll after it's fine tuned by u of course 😉 

I'm curious about this one, you've told me a lot about it. Unfortunately, I don't have the time to check it today, but I'll do it later. Dis you watch the video I posted here last night, the one about the visual language of Doom maps? Your maps give me 90s vibes.

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Iv noticed that ultimate doom builder and gz doombuilder are pretty much the same by the way so if u showed me on ultimate then I'd use gz because they are the same options in pretty much every aspect

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Right I have seen it before,, it talks about goals and sub goals and such its probably been years since but I had watched it and I'm watching it now thank u for the refresh down doom memory lane 😆 🤣 😂 no cap

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Since I'm stranded no pc for few days I was honestly wondering if I can maybe find doom map editor for android ? Do u know if one exist if so let me know

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10 minutes ago, Buzter55555 said:

Since I'm stranded no pc for few days I was honestly wondering if I can maybe find doom map editor for android ? Do u know if one exist if so let me know

There is nothing of the sort that I'd know of. I think you couldn't make maps as cool as on a PC, anyways, but that's just my opinion.

Edited by DoomGappy

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@Buzter55555, here is my review of andysunholymassacar.wad. I enjoyed this one much more than the first one. Was this more recent? You have improved a lot with regards to mapping and general layout. It still feels very abstract, though, but that also has its charms. Here is the video link, it's still uploading.
 


 

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3 minutes ago, Buzter55555 said:

U missed half of the level u do have to strafe to the megahealth in the beginning 

I know I missed half the level, it was really hard to navigate it and very unclear where I should go next. But it was much better than the previous one.

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1 hour ago, DoomGappy said:

I know I missed half the level, it was really hard to navigate it and very unclear where I should go next. But it was much better than the previous one.

In original shareware doom they always placed difficult puzzles and I still left a clue to the megasphere being their, kinda like em secret levels secret and the backpack lift with the strafe to get it so I went a bit off of that, I like to keep these sorta things in my maps so that they aren't just blatant rooms full of monsters, so I definitely make it difficult for the player to figure out at most, and sure I did make a gigantic map with diffrent texture packs but got tired of that bs because slade and merging wads together to make 1,it's a big tedious pain in my ass

Your favorite of all my maps will be vanillaboogie its the most beginner of all my maps, their is 1 flaw and it's the beginning door tracks but it's a true lvl 1 map but can be a quite honest challange

Edited by Buzter55555

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Just now, Buzter55555 said:

In original shareware doom they always placed difficult puzzles and I still left a clue to the megasphere being their, kinda like em secret levels secret and the backpack lift with the strafe to get it so I went a bit off of that

I understand that, but you shouldn't hide a big part of the level progression behind a secret. It can be optional fights or other things, but not something that would interfere with how the player would tackle the level. I just showed you that there is a way to skip a lot of the content, so this is a great opportunity to take a look at the level and try to change some stuff around. 

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