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Post by olderthanthehills on Jan 24, 2022 1:13:45 GMT -5
Salutations à tous. Having found myself under the spell of Ultimate Doom Builder as of Noël, I would be humbled if some of the more experienced persons on this board would be willing to shed some light on the process, furthermore if you have noticed a distinct niche that has yet to be filled by prior creators, please do inform me of it so I can perhaps attempt to fill it.
I do know how to create rooms, doors, windows and lifts - all of the things that a truly experienced smith would be able to do yeux fermés. I'm seeking to hear more about the philosophy of Doom creation, as this is the area in which I feel severely lacking.
I prefer to create something that does not take many hours, but instead can say very much with very little. Merci d'avance for any tips you may be able to share.
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MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
Posts: 1,011
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Post by MegaPancakeStrategist on Jan 24, 2022 2:02:56 GMT -5
Make sure the first view the player has when starting your map is an eye-catching one. Sometimes an interesting music track can take the place of this. The point is that if I'm "idclev'ing" through every map in a mappack then whichever map piques my interest is the one I'll stick around on and give a go. With how many maps are out there you need to show off something tasteful or promising of a worthwhile experience that the players themselves may spread the word on. You can think of making that first view your mise-en-scène or assembling the visual elements of a painting except that this is a painting you can interact with. If you do well you'll set standards for yourself to carry with you into creating the rest of the map.
Besides visual and thematic hooks there are gameplay ones as well. Examples are seeing either a key-locked door or the key itself that sets a goal to reach and a destination to discover. Another would be having to cross over a pit to enter an empty doorway but when you cross over the door closes so you then have to find a way to get past that obstacle, perhaps with a switch somewhere in sight. Having enemies alert from the directions can help lead the player like a mouse to cheese where you need to go and in this context reward the player for going the right way.
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Post by olderthanthehills on Jan 24, 2022 3:25:18 GMT -5
Merci beaucoup. I too have noticed that what appears upon starting a new Doom wad is often the very scene that will stick most firmly in my memory. Standing apart from the crowd is something I indeed hope to do with my creations.
I have found that noticing keys and items which cannot be obtained until later to be a great carrot on a stick, comme ils disent. Toujours faire qu'ils en veulent plus - keep the people wanting more. I have found that being trapped in one place after entering is oppressive in a way that does not speak to me, there may however be exceptions that arise where it is worthwhile for the player to have a frantic reaction. Used sparingly, this could prove to be a compelling hook that keeps players interested. Merci de votre aide, this insight is very helpful to me as someone who has not been creating maps for very long at all.
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Post by redmanstalin on Jan 24, 2022 18:52:24 GMT -5
If you know how to use Slade, (A doom modding program,) You could make a "MAPINFO" Lump, which you could use to rename maps, apply new music to it, and make new episodes and skills (difficulties).
You could always check the Zdoom Wiki to help with more things if needed, I am only just giving a little idea afterall!
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Post by olderthanthehills on Jan 24, 2022 20:51:25 GMT -5
Merci. I will look further into this element of Doom creation, I was not aware one could specify such things without manually replacing the assets in question.
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Post by mayhemicdestrvctor on Jan 24, 2022 22:09:49 GMT -5
you have to make rooms with enemies and give enough ammo by putting sergeants and chaingunners and humans if theyre too many enemies already put ammo shells and rockets and cells and other weapons
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,073
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Post by joe-ilya on Jan 24, 2022 23:25:44 GMT -5
Think of a cool structure and connect it with simple hallways and/or areas/rooms.
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Jan 25, 2022 1:35:25 GMT -5
I learned a lot about doors, switches, elevators, windows, and skyboxes by looking at the shareware version of doom in the editor.
Take whatever your big bad kickass mapping project idea is and hold on to it for a while. Start with single maps or mini-episodes to release so people can test them and give you feedback. You dont wanna blow your wad on the project youre most interested in making without prior mapping experience. Plan to work on things that wouldnt break you if it failed. The learning curve will be much smoother that way.
Keep your maps short and easy so people dont have to spend too much time and energy to play them. you'll get more testing feedback from different players and players will be grateful that it wasn't too much commitment.
Look for an unconventional order to give players their guns in and what monsters to present to the player. The IWADs would have you believe you need to be given the guns in sequential order and monsters should arrive in order of their class/intensity. This has been done to death and people have played enough doom that they dont need to be treated like this is their first time experiencing the game.
Place more ammo and health than you use yourself when testing your own map. New players will always have a disadvantage to the map's creator and sometimes will waste shots or miss important items.
I prefer to use three or fewer species of monsters in a room/encounter at a time, as they usually infight too much and make the gameplay feel messy. Like monsters should be standing near each other.
People like interactivity. Use doors and lifts, build for moving parts that activate when you walk in the room. Monster closets are great. Crushers are fun, pressing switches to open doors and build bridges is all good too. Static maps that dont move are boring even with lots of guns/ammo and monsters.
Choose textures that fit a two-tone color pallete. Like gray/green, or tan/blue, or green/brown for example. It doesnt necessarily matter if the material of the textures look like they belong together. Going for fewer contrasting colors per map is usually a better look than maps that use too many different colors.
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Post by mayhemicdestrvctor on Jan 25, 2022 1:37:14 GMT -5
and make the ceiling dark and the floor brighter
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Post by mayhemicdestrvctor on Jan 26, 2022 11:09:59 GMT -5
i have more advice you also have to put lights near an area that is important such as like a room where u can receive the key because thats the important room for the lkevel to go forward because it has the key so u have to make it feel different from the other rooms that are not as important
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,212
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Post by Gokuma on Jan 30, 2022 9:56:55 GMT -5
Practice Romero's Episode 1 style tech base, but plaster demonic graffiti in French and French-English soup du jour all over the place.
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Post by mayhemicdestrvctor on Jan 30, 2022 11:28:57 GMT -5
yes thats a very good idea too
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