Post by 40oz on May 22, 2020 22:43:46 GMT -5
I think we accidentally made it heresy to talk about doom in this subforum but tbh Doom has a place in every part of life and this community is exactly what we choose to make of it so if you can deal with my threads in other subforums thus far you'll be able to deal wit this one
Sooooooooooo
Based on other games youve played, what are some of the weirdest games' level design philosiphies / patterns / gameplay styles that you found also applies well to doom?
Like for example, (and hear me out on this... ) I think race tracks in racing games can sometimes make good models for Doom level designs. Not any one in particular, but putting aside the fact that race tracks are linear loops, there is a literal point A to point B situation in race tracks that doom also has in its levels; in terms of the player start thing to map exit linedef action.
What makes one race track preferable to another in a good driving game? In my opinion, a good race track usually has the most interesting things happen in it. Perhaps a progressive layout of turns that get increasingly difficult, with the last one right before the finish line being some super tight hairpin turn. Plus some cool and exciting visuals at the right times (like a cool and clear view of a sunset over a mountain range during a long straight away) Or perhaps a hook like a bridge you can fall off or a heavy traffic area you can crash into. I imagine those things making for the most exciting and memorable tracks.
(long sentence alert) The way that parallels with Doom is that doom level designs are, at their core, like race tracks in that they are a correct and linear path from start to exit with enough interesting sights, visuals, and engaging gameplay to make it worth the players time all smushed in between. Except a cool feature we can take advantage of in doom that we dont get to in race tracks is that doom guy controls better than a race car, so we can incorporate optional paths, sharper turns and requirements to loop into previously used areas etc. And by extension we can make doom levels nonlinear the way a race track shouldnt, and that its good to emphasize that strength in a doom map.
What are some of your other games that are unlike doom but oddly feature a good, fun, and interesting level design philosiphy or gameplay style that can also carry over well in Doom?
Sooooooooooo
Based on other games youve played, what are some of the weirdest games' level design philosiphies / patterns / gameplay styles that you found also applies well to doom?
Like for example, (and hear me out on this... ) I think race tracks in racing games can sometimes make good models for Doom level designs. Not any one in particular, but putting aside the fact that race tracks are linear loops, there is a literal point A to point B situation in race tracks that doom also has in its levels; in terms of the player start thing to map exit linedef action.
What makes one race track preferable to another in a good driving game? In my opinion, a good race track usually has the most interesting things happen in it. Perhaps a progressive layout of turns that get increasingly difficult, with the last one right before the finish line being some super tight hairpin turn. Plus some cool and exciting visuals at the right times (like a cool and clear view of a sunset over a mountain range during a long straight away) Or perhaps a hook like a bridge you can fall off or a heavy traffic area you can crash into. I imagine those things making for the most exciting and memorable tracks.
(long sentence alert) The way that parallels with Doom is that doom level designs are, at their core, like race tracks in that they are a correct and linear path from start to exit with enough interesting sights, visuals, and engaging gameplay to make it worth the players time all smushed in between. Except a cool feature we can take advantage of in doom that we dont get to in race tracks is that doom guy controls better than a race car, so we can incorporate optional paths, sharper turns and requirements to loop into previously used areas etc. And by extension we can make doom levels nonlinear the way a race track shouldnt, and that its good to emphasize that strength in a doom map.
What are some of your other games that are unlike doom but oddly feature a good, fun, and interesting level design philosiphy or gameplay style that can also carry over well in Doom?