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Post by thundercunt on Jun 24, 2020 12:09:33 GMT -5
ultimate doom 3 - an obscure mod from the arcades3d community, back in 2006 or 2007. It attempted to remake KDITD with a doom 3 overdetailed style and at the time I thought it was the greatest thing ever kdizd - again, at the time I thought the level design was the shit
neodoom and dark7 - both wads had a influence in my fetish for maps with gray, clouded skys alien vendetta maps 21-30 - it set the rules of how hell should look like in doom
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Deleted
Deleted Member
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Post by Deleted on Jun 24, 2020 17:41:54 GMT -5
Cool idea for a thread. I'd say Chris Hansen, Jan Van Der Veken, early pwads, and the iwads(DooM, DooM II, Heretic, Hexen, etc.)
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dn
Body Count: 02
the motherfucking darknation
Posts: 1,727
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Post by dn on Jun 25, 2020 12:05:05 GMT -5
Mordeth.
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Lobo
Doomer
Posts: 556
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Post by Lobo on Jun 25, 2020 12:53:28 GMT -5
ultimate doom 3 - an obscure mod from the arcades3d community, back in 2006 or 2007. Got a link for that?
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Post by thundercunt on Jun 25, 2020 14:46:59 GMT -5
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Lobo
Doomer
Posts: 556
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Post by Lobo on Jun 25, 2020 15:43:39 GMT -5
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40oz
diRTbAg
Posts: 5,535
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Post by 40oz on Jun 26, 2020 11:05:47 GMT -5
I'm not sure I can speak for myself in terms of what defines my style. I've made it a philosophy to always be changing where I'm getting my inspiration from.
Sometimes it starts with my favorite megawads, then it moves to specific maps I like with really satisfying mapping detail, then maps that don't necessarily look good but are fun to play, old as fuck 1994 maps that look and sometimes play like hot garbage but have some unique or unexplored ideas and concepts, then super challenging or slaughter maps, then maps other people seem to like but i don't, then from playing games that are unlike Doom at all so I can try to find the connections I can make to good gameplay in Doom, then looking at screenshots and gameplay videos of other games with really talented players, watching speedruns of my favorite maps/wads, looking at art based on other games or movies or just original beautiful environments.
A new avenue I'm exploring recently has been watching gameplay videos of arena shooters like Unreal Tournament or Quake 3. I haven't played these games enough to enjoy them or really learn what makes them so good. I like watching how the players control areas in the map. I want to simulate that feeling of being able to have laser focus on locating your target, and still be able to make the exact snap movements and decisions you want without being blocked by the poor flow or aesthetics of the map. These games do have the advantage of having a more advanced 3D engine than Doom, but I can see some untapped potential in the maps of the videos I've seen, and I like the idea of enabling the player to run and fight in a cool looking place while leaving the map "out of their way" so they can move as freely as they want.
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Post by roofi on Jul 16, 2020 6:35:06 GMT -5
For me it would be :
1) Death-Destiny for his traps and his way of placing the items. When playing his maps, I love the fact that everything is hyper-controlled and leaves the player a small margin of error. Also D-D is an author of difficult maps but they are not slaughtermaps. I don't even consider his map Nochance as a slaughter because the scarcity of life and ammunition requires a precise style of play with accurate shots.
2) TimeOfDeath for his strange ideas about progression. I think this mapper is a master in the field of "semi-realistic" maps. Most of his slaughtermaps have a very eccentric side. He also inspires me by his texturing with the original textures.
3) Hell Revealed 1 and 2, especially 2. These two wads are a great source of inspiration because they offer a "difficult" gameply in minimalist but acceptable for vanilla.
4) likka keranen a.k.a one of the great fathers of vanilla tricks. I will never get bored of vanilla tricks.
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40oz
diRTbAg
Posts: 5,535
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Post by 40oz on Jul 16, 2020 7:06:51 GMT -5
hi roofi!
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Jul 24, 2020 0:55:37 GMT -5
American McGee and maps the imitate his style pretty much. Also pick up some designs from various other levels here and there.
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Post by joe-ilya on Jul 24, 2020 8:57:52 GMT -5
When I'm using stock textures I get inspired the by the whole ID software mapping crew, you can see me taking ideas from MCGee, Willits, Romero, and even Dr. Sleep. Also Kama Sutra's visuals, Memfis', Jimmy's, Skillsaw, Alm, and sometimes Xaser's design if I'm looking to make a curvy map. If I'm using new custom textures, like for the DBPs, then I mostly get inspired by IRL and video game architecture.
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Post by optimus on Jul 24, 2020 10:20:45 GMT -5
I liked some 199x maps that were doing smooth shadows by breaking area in multiple sectors. I am not sure if I remember, it could be some Requiem maps, it could be single maps by mapper Ola Bjorling and some other mappers too in the 90s. I try to subdivide sector for smooth shadows in some of my maps every time. I was also inspired by maps from Ikka Kerannen, although I never tried to do bridges over bridges or other in my maps. Maybe I am inspired generally by maps that try to have a unique theme instead of the same squary rooms.
Sometimes maps with doomcute or detailed broken elements (like making some walls/ceiling missing it's material, scattered around as broken part by drawing additional sectors). My most proud thing is the broken bridge on Budrum26 map.
One WAD that inspires me right now is The Talosian Incident. It usually has empty rooms without detail, but uses uniform color texture for floors/walls and shadows in such a way that adds to the atmosphere (also the ambient music). I way more prefer clean minimalistic design but with good choice of texture and smooth shadow with many sectors, than highly detailed rooms. Previously, these three megawads where inspiring: Requiem, Alien Vendetta, TVR!. I am so much though into designing the levels, detailed shadows, 3d spaces and architecture, that I forget about the gameplay (I am just adding enemies, ammo, health, weapons without much thinking of balance).
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Deleted
Deleted Member
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Post by Deleted on Sept 4, 2020 3:08:08 GMT -5
If I had to say something specific it would have to be Romero's design rules for maps and THE GOOD, THE BAD & THE ARCHITECTURAL as a specific set of 90s maps (though I discovered this after making some crazy looking maps) out of all the decade or two older mapsets that may have influenced me along with all of the random fun WADs I got to play during Skulltag's prime that many of which may remain forever unarchived and lost to time. Scifista42 helped a lot too by noting the colorful texturing and the fun gameplay in my maps so I then just kept upping myself until I just became a texturing and dungeon master of chaos I guess lol. I should try sharing single maps again since it looks like there's a lot more feedback to receive on forums now than there was back then too.
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