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Post by diesirae on Jan 10, 2018 18:18:41 GMT -5
Using my own project as an example here but Im sure you guys are familiar with creating maps in DOOM. Do you draw out your layouts before starting to design them or do you design them on the fly, this has been something that has screwed me alot in designing levels because Ill draw a layout that works then alter the layout in the design phase while making the map which leads to chaos which I dont cope well with. Do you also suffer from this? Or you one of those that can freestyle a map and it works out perfectly.
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Post by Deleted on Jan 10, 2018 18:27:35 GMT -5
My layouts are pretty awful, but I can't pre-draw layouts, so there's that.
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Post by Deleted on Jan 10, 2018 18:35:07 GMT -5
I used to draw them out in the 90s but these days I freestyle and it works out perfectly. Heh.
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Post by diesirae on Jan 11, 2018 7:51:06 GMT -5
I used to draw them out in the 90s but these days I freestyle and it works out perfectly. Heh. I'd kill for that skill ha. John Romero drew out all his layouts for Quake because the engine took so long to build, not sure if he did for Doom. I have some massive maps that are 90% complete but now have to go back and redo layouts and polish them because I got carried away with design.
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40oz
diRTbAg
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Post by 40oz on Jan 11, 2018 8:23:27 GMT -5
Yes, I've done both, and I generally yield better results drafting a map on paper. Drawing on paper is a little faster and gives you a little more freedom, and being able to erase your mistakes immediately without fucking up everything is pretty useful. In my experience, developing a map can take a long time, so having a drawing of the layout on paper that you can refer to in case you lose focus on what you're doing or need to take a break or whatever is super useful. In my experience, a planned out layout is usually better than just improvising as you go. However, I would argue that having experience the editor that you're using is also very important, and some unplanned experimenting is also very useful, just so you can get an idea of what is possible in the engine and what you're honestly capable of making so you can work within those confines when planning your maps for the real game. I made a Doom related tutorial for it on doomworld a while back that you can check out if you'd like. www.doomworld.com/forum/topic/95391-how-to-plan-a-map-on-paper/
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nnn✓ork
Doomer
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Post by nnn✓ork on Jan 11, 2018 21:09:50 GMT -5
I've done both, half-and-half, but paper and pencil is da wey. I played doom as a kid in the 90's, but didn't have internet, and didn't know much about pwads until almost two decades later. I only knew about Doom1 and Doom2 (didn't even know about Final Doom for a while). I still liked to dream about making doom levels, and would draw levels on paper. They probably sucked ass but oh well, my kid-brain at the time loved it and thought they were cool. I also drew imaginary levels for other games like Lemmings, and made levels in Jetpack because it was simple tile-based and had an in-game level editor. diesirae I've run into that problem too. sometimes things that look good top-down don't look as good in certain 3d views, so the layout starts to "melt" as you move things around to make them look better in 3d view. also, if you go too detailed on paper, it's harder to translate directly to the editor anyways. I go a bit more detailed from the get-go than 40oz shows in his tutorial, but still try to leave some wiggle-room. Instead of drawing an abstract topology, I just go right into drawing and weave shapes around. Sketching a macro structure helps your attention-span have something to lean on, just in case the slower and more-technically-involved Doombuilder eats up your mental resources. unless i go for something mega-ambitious, my sketches usually take like 10-20 minutes. there's also several map doodles that I did throughout the last couple years, but I've misplaced most of them. also, bonus pics. I also like doom sector art, but it's kinda an alternative "shit-posty" genre of mapping. -I was gonna do a silly cat themed map for DWMP2016 (edit: i meant 2017, i did in fact do it for 2016 though) but i felt bad seeing too many serious proper maps so i didn't wanna gunk up the set. I might make and release separately. Picture of three "cat legos" that I was gonna copy-pasta a billion times and make a map made of cats. (i think there's another mapper that might beat me to the punch though that had the idea independently) -Here's a weird eye-ball thing with pockets of negative space to throw abstract Doom structures.
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