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arkore

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  1. Authenticity of game/level design, following a standard set of guidelines of planning, testing, and polishing.  Like the Nintendo 8-bit era.  Is your design authentic?

    1. Phade102

      Phade102

      They are 'guidelines' not 'must do's'. Its a typical way to go, plan, test, polish. however, in doom mapping you're forgetting one thing.

       

      building.

       

      Building the map, testing it yourself, making sure the map works to be tested by others, then taking peoples critique and deciding what to do with it is what makes a map good, but even if people dont do that doesn't make the map any less authentic.

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