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How to make a GooD DooM wad with at least 10 maps???


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Currently building a very simple wad with at least 10 maps and I am currently on map 03. The first 2 maps are done. How to make good simple maps with good encounters??

 

If you want me to post the wad, then ask me.

 

Iwad is doom2 and BOOM is required. It is a very simple wad

 

Asslt.zip

Edited by Homer_hardware
the wad!!

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Step 1 - make a DOOM map.

Step 2 - make a DOOM map.

Step 3 - make a DOOM map.

Step 4 - make a DOOM map.

Step 5 - make a DOOM map.

Step 6 - make a DOOM map.

Step 7 - make a DOOM map.

Step 8 - make a DOOM map.

Step 9 - make a DOOM map.

Step 10 - make a DOOM map. You can stop here or continue if you want.

 

Oh, and remember to make them good. You're welcome!

Edited by Tiramisu

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Just now, Tiramisu said:

Step 1 - make a DOOM map.

Step 2 - make a DOOM map.

Step 3 - make a DOOM map.

Step 4 - make a DOOM map.

Step 5 - make a DOOM map.

Step 6 - make a DOOM map.

Step 7 - make a DOOM map.

Step 8 - make a DOOM map.

Step 9 - make a DOOM map.

Step 10 - make a DOOM map.

 

Oh, and remember to make them good. You're welcome!

Nice one sir. But on a more serious note.... Actually I'll just figure it out myself

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Yeah sorry, couldn't resist the pun :P But seriously though I feel like your question is a bit too general, my advice to you for now is to keep playing wads you like and studying how they do things. And posting your maps to get feedback is not a bad idea either - I don't promise I'll actually play them myself, but in my experience it's pretty easy to get feedback around here especially as a beginner.

Edited by Tiramisu

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18 minutes ago, Homer_hardware said:

Currently building a very simple wad with at least 10 maps and I am currently on map 03. The first 2 maps are done. How to make good simple maps with good encounters??

 

If you want me to post the wad, then ask me.

By being iterative and taking feedback from each and every individual map. Don't make a wad with 10 maps on the first try, that's practically an episode worth of maps already.

 

Start with one map and request feedback. Ask questions if you want to learn some new tricks. You will be a great mapper if you take these into consideration to improve your abilities over time.

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2 minutes ago, Redneckerz said:

By being iterative and taking feedback from each and every individual map. Don't make a wad with 10 maps on the first try, that's practically an episode worth of maps already.

 

Start with one map and request feedback. Ask questions if you want to learn some new tricks. You will be a great mapper if you take these into consideration to improve your abilities over time.

I'll post the wad now.

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The 2nd map was the best one

and not for a beginner that was an actually good map, it looked good it played good, it just needed some monster count adjustments

ill say it... its better then some of my maps, ive been mapping for 3 years and you've been mapping for quite quite less!

i think your on a good start! map01 was okay, could use a bit more decor and less confusion, but other then that it was really really nice!

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Just now, Patrick_Plays_Doom said:

The 2nd map was the best one

and not for a beginner that was an actually good map, it looked good it played good, it just needed some monster count adjustments

ill say it... its better then some of my maps, ive been mapping for 3 years and you've been mapping for quite quite less!

i think your on a good start! map01 was okay, could use a bit more decor and less confusion, but other then that it was really really nice!

Thanks. I dont rlly know how to make map01 look better other than adding corpses. Also a little request, if you have some spare time could you send a demo in cus I like feedback and watching other playstyles. If you cant thats completely fine.

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Start small. Fill in every map you are working on with some small basic scenery or level geometry you are not too particular over. Then take a break. Once you get an idea or something you want to work on, work on the levels where it is applicable and continue to build them up. If you have one basic idea but not much on that, build up a level with that idea despite not being much even if it is just a dozen sectors. Also, poke people to try out your map and ask for honest constructive feedback, be willing to make some changes but not necessarily all changes. Good luck!

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start small. make just one map and muster all you could to finish it.

after the feedback and stuff, make two more. rinse and repeat.

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There's no shortcut or scientific formula that always works. The only things that matter are time, patience, and a willingness to learn.

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1 hour ago, Homer_hardware said:

I dont rlly know how to make map01 look better other than adding corpses

The entire map uses the same wall texture. You should add more variety. Try dividing the map into three different sections, each section has it's own theme with different textures than the other sections.


The other thing you can do is change the lighting more. Make some tunnels very dark. Make one or two rooms very bright. Have some torches that cast bright lights and dark shadows.


For your encounters, you could try adding in ambushes behind the player, or behind hidden walls.

 

However your level layout, size variation, and height variation are already pretty good. You're on the right track with that effort.

EDIT: On a second look through, the lighting is fine, you know what you're doing. Maybe just exaggerate the contrast a bit more.

Edited by RDETalus

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3 minutes ago, RDETalus said:

The entire map uses the same wall texture. You should add more variety. Try dividing the map into three different sections, each section has it's own theme with different textures than the other sections.


The other thing you can do is change the lighting more. Make some tunnels very dark. Make one or two rooms very bright. Have some torches that cast bright lights and dark shadows.


For your encounters, you could try adding in ambushes behind the player, or behind hidden walls.

 

However your level layout, size variation, and height variation are already pretty good. You're on the right track with that effort.

I'll do that.

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2 hours ago, Homer_hardware said:

Thanks. I dont rlly know how to make map01 look better other than adding corpses. Also a little request, if you have some spare time could you send a demo in cus I like feedback and watching other playstyles. If you cant thats completely fine.

Im sorry but i cant

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I remember myself being in your shoes when I started with level design years ago. There some things that helped me to improve my mapping skills:

 

  • Study other people levels you like and enjoy. Open up them in builder, try figure out how they did things, what line actions they used to make things move and change. That way, you're creating internal library inside your mind and easily can recall things you experienced and put that in your level. For example - how they did texture transitions from techbase to hell related theme, added details around their level or how they created interesting encounter by using height differences. Other games also count, it's like artist studying other artist work before working on their own.
  • Master basic things like teleporters, lifts, tags and line actions. Later you could try more advanced things like setting monster ambushes, closets, moving floors up or down and so on. You can start from here: https://www.doomworld.com/forum/topic/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/ . There are more resources for learning on youtube or going to doom editing section. 
  • People already mentioned feedback, depending on your style you could try look at playtester thread and message some of people or go public. As for myself, I prefer go to private testing, that way I'm sure that I already improved what's missing before going to public places, but that varies from person to person. 
  • Mapping improvements take time, patience and will to improve. Don't compare yourself with other mappers - many of them work years and years, compare your work with previous ones to see progress. 
  • Don't forget take breaks if you feel tired. 
  • Lowering scope of the project can help you more than getting entire megawad finished, especially if you're new. As you gain more experience, you might notice that older maps don't look or feel that great and you might want scrap them or redo those levels - that way it's easy to fall into never ending loop and at some point quit project all together or put on hiatus for all eternity and think about something new. 

 

Anyway, I liked second map the most, that doom sector art or doomcute as they say there looks nice. Those monsters sure love their dinner rooms and beds. Good luck with mapping journey!

 

 

 

 

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"Good" Doom maps is a somewhat subjective term because different people like different things, but here are some common ways to a make them look nicer:

1. More texture diversity. MAP01 was just SLADWALL and FLOOR4_8. Use a little more. I'll post some screenshots to show.

 

2. Add more ammo for MAP01, it didn't feel sufficient enough.

 

3. Add more secrets, and little things to collect like armor bonuses, health bonuses, pistol ammo, shotgun ammo, etc. It creates a more interactive environment for the player, and it encourages more movement around the map.

 

4. Outdoor areas. It's exactly how it sounds.

 

 

Screenshot_Doom_20240505_181702.png

Screenshot_Doom_20240505_181714.png

Screenshot_Doom_20240505_181728.png

 

Of course this isn't completely redone, but it's just some things I changed without totally bulldozing parts of the map. Good luck in the future!

Edited by Baron T. Mueriach

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As long as you keep on mapping and implementing stuff that you know works and dumping what doesn't, you will improve really quickly.

 

I would also recommend starting with some smaller maps to get feedback on what works and what doesn't

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6 hours ago, Baron T. Mueriach said:

"Good" Doom maps is a somewhat subjective term because different people like different things, but here are some common ways to a make them look nicer:

1. More texture diversity. MAP01 was just SLADWALL and FLOOR4_8. Use a little more. I'll post some screenshots to show.

 

2. Add more ammo for MAP01, it didn't feel sufficient enough.

 

3. Add more secrets, and little things to collect like armor bonuses, health bonuses, pistol ammo, shotgun ammo, etc. It creates a more interactive environment for the player, and it encourages more movement around the map.

 

4. Outdoor areas. It's exactly how it sounds.

 

 

Screenshot_Doom_20240505_181702.png

Screenshot_Doom_20240505_181714.png

Screenshot_Doom_20240505_181728.png

 

Of course this isn't completely redone, but it's just some things I changed without totally bulldozing parts of the map. Good luck in the future!

I am thinking of making the first few areas 80% METAL textures and when you open the tunnel areas the slad walls come in to play. Also I am thinking of adding some of those areas to the map. Nice Deco really.

 

Some stuff that I might not consider adding are those hanging people since I want it to be like an area where people worked in and not like a torture place of sorts. Also I dont really think the bushes look the best in my Opinion!! but ples dond get angry.

Edited by Homer_hardware

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