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Post by peerdolius on May 31, 2021 18:18:06 GMT -5
Did you start with Doom, or was it other games?
The very first "levels" I designed were in Tony Hawk's Underground (the Create-a-park feature) when I was like 8. When I learned about Garrysmod a couple of years later I started making maps in Hammer Editor. These included test maps, gmod one-offs and RP maps, and even an attempt at a hl2 campaign. At most 10% of my maps were shared but the experience in what to do and not to do were vital. Then I got into Doom just over a year ago and was blown away by the simplicity of the editor and all the things I no longer needed to stress about (compiling times,invalid brushes, leaks etc).
Most recently I've been trying Quake mapping for the first time (Trenchbroom) and I like it.
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Post by JadingTsunami on May 31, 2021 22:28:46 GMT -5
Oh wow, great question.
My first serious level designs were in Doom, using DEU, I think downloaded from a BBS. The whole concept of designing your own levels was mind-blowing at the time.
But my first ever exposure to the concept might have been Excitebike on the NES. It had a "create your own course" feature which I remember.
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matador
Doomer
I feel asleep.
Posts: 928
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Post by matador on May 31, 2021 23:46:10 GMT -5
Ever since I learned about custom Doom levels I had wanted to make some but I was a kid when the game came out and with the editing tools of the time, it was well beyond my ability to do so. Always liked the idea though and gravitated towards games with customizable aspects. The only thing I really recall off the top of my head is making levels for one of the TimeSplitters games (two maybe? I can't remember). Anyway, had a lot of free time when the pandemic happened so I figured I'd give making Doom levels a try since I figured it'd be a lot easier to do now than back then.
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Post by MegaPancakeStrategist on Jun 1, 2021 4:29:08 GMT -5
I started with the custom level editor in Lode Runner: The Legend Returns. I also spawned monsters and objects in Doom 3 while noclipping before going back to the start to play the map again with all my extra additions.
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Post by optimus on Jun 1, 2021 5:06:20 GMT -5
DEU, Dmaud, Dmgraph, etc.. found in a computer magazine floppy back in 1996 I think. I was 16 years old then with a 486 computer. The first attempts would be of course to load the original Doom maps and add extra enemies. Then I started with a rectangular room, tried to make a door and failed, etc. I am surprised that at some time I got how some things work, and made some still bad maps but with doors and traps and other kinds of things. Nowadays I tried to run DEU again and was puzzled initially by the sectors being separate entities in a table (but that's how it really is). With Dmaud we put all our voices (me and my brothers) in, this has survived in TsotsoFX. With Dmgraph I replaced the Cacodemon with a UFO (modeled in 3D Studio V4 in DOS at the time) but this has unfortunately been lost by mistake. Last thing I did with DEU was the begining of the room in Real before I got my first surprise visplane error and abandoned it (to much later finish it with Doom Builder)
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40oz
diRTbAg
Posts: 5,472
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Post by 40oz on Jun 1, 2021 7:34:42 GMT -5
There was an old does game called jetpack that came with a built in level editor and I was obsessed with it. I must have made a new map or two a day when I was a kid. I had over a hundred of them before I moved on from that game.
Then I picked up a freeware game called Meteor, which is this top-down view military shooter. I made like a hundred plus maps for that too.
I discovered doom map editing through doomworld. Before I registered an account there, I'd unplug the phone to connect via dialup every few days to check if there was a new newstuff chronicles, and I'd just observe every screenshot and tease myself by imagining what it was like to play those new doom maps. I didn't even know how to run wads before I downloaded doom builder the first time. I tried making a city level because I always wanted a nicer city level like MAP13 Downtown but I don't remember ever figuring out how to play the map I made. I downloaded the shareware IWAD and opened that with the editor to give the IWAD levels a new paint job, mostly with more computers and and silver SHAWN textures and blood splat sectors around the corpses. At tthe time this was the only way I knew how to test what I made.
I later discovered ZDoom and that you could switch to deathmatch mode from the console. It also came with ZCajun bots, so I got hooked on making deathmatch maps for me to kill the bots in. The bots were so easy but I didn't care I was obsessed with deathmatch. Using z Doom I did eventually find out how to make maps and play them in Doom 2. I moved on to playing Doom 2 megawads, and practiced imitating my favorite levels in the level editor. I would also look at screenshots of famous mappers work at the time, like Tormentor667 and AgentSpork and try to imitate the detail and attention to texture alignment they put in their map designs.
It took me a few years to release my first map. It was far lower in scale and expectations than anything I had planned on before. I had ideas for TCs and megawads and utilized new texture packs and all, but none of those projects ever got finished. I knew I wanted to show some people what I could do so I just told myself to release something so I made a single short doom map with probably not enough ammo, and some monsters that were stuck together in the final fight. But some people liked it and it didn't require too much effort on my part so I just made a few more before moving on to bigger things.
To this day I can't stop making levels. I really like the style I've developed for myself and people seem to like it too.
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Post by peerdolius on Jun 4, 2021 16:47:16 GMT -5
I think another thing I should mention is that when I was around 6 I had just seen the Ernest movies and designed an entire Super Mario 64 type of world based on ernest. In Google Sketchup. I gave up when I realized games needed code in order to work. i still can't code
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matador
Doomer
I feel asleep.
Posts: 928
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Post by matador on Jun 4, 2021 18:56:49 GMT -5
I think another thing I should mention is that when I was around 6 I had just seen the Ernest movies and designed an entire Super Mario 64 type of world based on ernest. In Google Sketchup. I gave up when I realized games needed code in order to work. i still can't code I want to see this Ernest World.
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Post by joe-ilya on Jun 4, 2021 19:10:44 GMT -5
I started with Mario Builder, but couldn't bring myself to make a full level because I kept overthinking each tile and enemy. Mapping helped me to overthink less, because each basic square room or hallway that I made felt more accomplishing, and was much faster to make.
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Post by MegaPancakeStrategist on Jun 4, 2021 20:09:53 GMT -5
Oh yeah I used to play a Mario fan game with a level editor called Super Mario Forever which I am sure was responsible for a few viruses back when. I tried mixing Metal Slug and Mario together in that editor through the power of imagination.
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Deleted
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Post by Deleted on Jun 4, 2021 22:49:45 GMT -5
Most recently I've been trying Quake mapping for the first time (Trenchbroom) and I like it. Please let us know about any projects that you complete! I would love to play Quake levels that you design!
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matador
Doomer
I feel asleep.
Posts: 928
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Post by matador on Jun 5, 2021 0:14:00 GMT -5
Most recently I've been trying Quake mapping for the first time (Trenchbroom) and I like it. Please let us know about any projects that you complete! I would love to play Quake levels that you design! He posted a screenshot in the Random 2 thread. Looks nice.
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Post by Deleted on Jun 5, 2021 1:59:47 GMT -5
Weirdly enough, i've started with Minecraft and Terraria if you count those, by just making big exploratory maps or adventure maps from 2012-ish to 2018...Which somehow translated so well into Doom (which i started making maps for june last year iirc) that it felt like the same thing but better in pretty much every single way. Also while not "conventional art", my experience with making builds for those games somehow translated perfectly into mapping and "proper" 3D art in general which is neat.
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