The X Factor
Apr 18, 2023 20:25:37 GMT -5
Post by 40oz on Apr 18, 2023 20:25:37 GMT -5
I was reading an article recently about what makes a good deathmatch map. I linked to it at the bottom of this post. Ive personally found that the general features that make a deathmatch map good often translate well into Doom single player maps too.
Aside from the obvious stuff like the level should have a non linear, looping level design, good weapon/powerup balance, etc.
One interesting component that was flagged was that good multiplayer maps have 'the x factor'
The author describes the X factor as a unique and memorable feature or mechanic that makes a level truly stand out. The X factor can take many forms, but it is often seen as a unique gimmick that separates it from more conventional multiplayer maps (even if the map does everything else right)
A few examples cited were maps like DM-Pressure in Unreal Tournament, which is a map that has a powerful shield-belt power up inside of a pressure chamber that can kill players when opponents activate the chamber with a button outside.
Another map they cited was Crossfire from halflife, which has a nuclear test button on it. when pressed, the doors to the fallout bunker take 1 minute to close, which creates a king of the hill style frenzy to get inside before the rest of map detonates from a nuclear missile explosion.
These are multiplayer examples, but point is that the general rules that make a multiplayer map good are not really conducive to such and such 'X Factor,' but these are often a positive for the map rather than a negative.
I like this term X Factor because it puts language to some of my favorite defining features in maps that i wouldnt often reference in a general "how to design a good map" guide.
This has me thinking about designing doom maps with a little more of an 'X Factor' in mind. One thing that will always stand out to me is the imp cage at the start of E1M9 Military Base. No one will really tell you that an imp cage is what a map needs to be good, but for me, thats an X factor in that map that makes it really cool. Before that point, you never really see monsters trapped in a container like that and i think that is really cool
MAP08 Tricks and traps could, to some effect act as much like a virtual tour of different X factors that might make an impression if used singularly as an event in an otherwise complete level. (If it hadnt already had most of its ideas borrowed in many maps to date)
One of my favorite X Factors is in TNT Evilution MAP06: Open Season. Particularly the sense of scale surrounding its giant machine. The map has you walk along a guided bridge in proximity to an enormous mechanism. You eventually have to take a service tunnel to make a hazardous traversal along a narrow bridge suspended over lava down below to get a yellow keycard. Then eventually get a red keycard to use a switch that powers the machine on, where the machines giant pistons can be seen moving up and down. Theres an excellent sense of scale here where you are both seeing this machine in full view from a safe distance, and being up close and able to interact with it directly.
I encourage you to use this term as loosely as I am. Think about some great features of maps that don't really fit the guidelines of most 'how to make a good doom map' tutorial.
What are your favorite X Factors in doom maps youve played?
link: fat-studios.medium.com/what-makes-a-good-multiplayer-level-d604de3385dd
Aside from the obvious stuff like the level should have a non linear, looping level design, good weapon/powerup balance, etc.
One interesting component that was flagged was that good multiplayer maps have 'the x factor'
The author describes the X factor as a unique and memorable feature or mechanic that makes a level truly stand out. The X factor can take many forms, but it is often seen as a unique gimmick that separates it from more conventional multiplayer maps (even if the map does everything else right)
A few examples cited were maps like DM-Pressure in Unreal Tournament, which is a map that has a powerful shield-belt power up inside of a pressure chamber that can kill players when opponents activate the chamber with a button outside.
Another map they cited was Crossfire from halflife, which has a nuclear test button on it. when pressed, the doors to the fallout bunker take 1 minute to close, which creates a king of the hill style frenzy to get inside before the rest of map detonates from a nuclear missile explosion.
These are multiplayer examples, but point is that the general rules that make a multiplayer map good are not really conducive to such and such 'X Factor,' but these are often a positive for the map rather than a negative.
I like this term X Factor because it puts language to some of my favorite defining features in maps that i wouldnt often reference in a general "how to design a good map" guide.
This has me thinking about designing doom maps with a little more of an 'X Factor' in mind. One thing that will always stand out to me is the imp cage at the start of E1M9 Military Base. No one will really tell you that an imp cage is what a map needs to be good, but for me, thats an X factor in that map that makes it really cool. Before that point, you never really see monsters trapped in a container like that and i think that is really cool
MAP08 Tricks and traps could, to some effect act as much like a virtual tour of different X factors that might make an impression if used singularly as an event in an otherwise complete level. (If it hadnt already had most of its ideas borrowed in many maps to date)
One of my favorite X Factors is in TNT Evilution MAP06: Open Season. Particularly the sense of scale surrounding its giant machine. The map has you walk along a guided bridge in proximity to an enormous mechanism. You eventually have to take a service tunnel to make a hazardous traversal along a narrow bridge suspended over lava down below to get a yellow keycard. Then eventually get a red keycard to use a switch that powers the machine on, where the machines giant pistons can be seen moving up and down. Theres an excellent sense of scale here where you are both seeing this machine in full view from a safe distance, and being up close and able to interact with it directly.
I encourage you to use this term as loosely as I am. Think about some great features of maps that don't really fit the guidelines of most 'how to make a good doom map' tutorial.
What are your favorite X Factors in doom maps youve played?
link: fat-studios.medium.com/what-makes-a-good-multiplayer-level-d604de3385dd