Map Analysis
Apr 5, 2022 21:45:15 GMT -5
Post by lunchlunch on Apr 5, 2022 21:45:15 GMT -5
Normally this type of thread would go in the Mapping Workshop but this forum desperately needs to be saved from itself.
I want you to pick a map that you really enjoy and analyze three things you think it does well, and one thing you think it could do better.
Criticality by Scotty
This is a large, single BOOM map. One thing I think the map does well is its utilization of space. The map is mainly a series of combat setpieces but they're all arranged nicely around each other. In any one arena you can look out and see into three or four other arenas. The map is sprawling but it unfolds in a way where you don't really get lost, you get very well acquainted with the fortress, and the spacial relations between rooms.
The second thing I think the map does really well is its use of secrets. There's eight of them spread out across the map. In almost every instance, the secret item is tantalizingly shown to the player beforehand. Its visibility lets the player know what the secret item is and approximately where to do the searching. You're given a computer map right at the beginning of the map as well which helps with navigation and secret-hunting.
The third thing I think the map does well is combat geometry. Many of the arenas in this map are made up of simple shapes but the monster variety and their placement make each encounter feel fresh, and offer a puzzle to be solved, even if you're just fighting in a square room.
The map is a masterpiece so it's hard to say there's anything I think it could do better, so in this case I'll give a very subjective criticism about not enjoying a certain gimmick. There's a large fight at the end where you need to continually return to and press a button to momentarily lower several large platforms full of archviles below the surface so they can't see you. Scotty gives the player all the visual feedback they could ask for, setting all the lights in the room to green while you're safe, and then turning all the lights red when the archvile platforms are about to come back up putting you in danger. I don't think this encounter could have been done any better, but it's the one fight in the map I'm not a fan of so for lack of a more objective criticism, let's just go with that.
I want you to pick a map that you really enjoy and analyze three things you think it does well, and one thing you think it could do better.
Criticality by Scotty
This is a large, single BOOM map. One thing I think the map does well is its utilization of space. The map is mainly a series of combat setpieces but they're all arranged nicely around each other. In any one arena you can look out and see into three or four other arenas. The map is sprawling but it unfolds in a way where you don't really get lost, you get very well acquainted with the fortress, and the spacial relations between rooms.
The second thing I think the map does really well is its use of secrets. There's eight of them spread out across the map. In almost every instance, the secret item is tantalizingly shown to the player beforehand. Its visibility lets the player know what the secret item is and approximately where to do the searching. You're given a computer map right at the beginning of the map as well which helps with navigation and secret-hunting.
The third thing I think the map does well is combat geometry. Many of the arenas in this map are made up of simple shapes but the monster variety and their placement make each encounter feel fresh, and offer a puzzle to be solved, even if you're just fighting in a square room.
The map is a masterpiece so it's hard to say there's anything I think it could do better, so in this case I'll give a very subjective criticism about not enjoying a certain gimmick. There's a large fight at the end where you need to continually return to and press a button to momentarily lower several large platforms full of archviles below the surface so they can't see you. Scotty gives the player all the visual feedback they could ask for, setting all the lights in the room to green while you're safe, and then turning all the lights red when the archvile platforms are about to come back up putting you in danger. I don't think this encounter could have been done any better, but it's the one fight in the map I'm not a fan of so for lack of a more objective criticism, let's just go with that.
Sure, you could continue the impersonation shitposting in here, haha based, but I think it would be cool if we could actually talk about DOOM for a minute. inb4 someone shitposts and someone else literally replies haha based to totally own OP. Consider me pre-owned.