Hellbent
Forum Bellend

Posts: 4379
Registered: 06-00 |
some of these questions may be a bit top heavy
HB: How much time do you typically spend preplanning before you start laying down vertices in the map editor?
HB: Do you build the entire map before you start adding items and monsters?
HB: Which do you add first: items or monsters?
HB: Do you develop ideas as you build the map? That is, do ideas come organically as you build each new area or do you plan the whole thing before-hand and stick to it to a T?
HB: How do you deal with "mappers block" when it invariably occurs?
HB: What is your philosophy on secret areas?
HB: How do you develop secret areas into your maps?
HB: Could you please attempt to describe the best secret area you found in a wad you played and why it was so memorable?
HB: How long have you been mapping for?
HB: What map editor(s) do you use?
HB: Who is your favorite mapper in the community? (past or present?
HB: Why?
HB: Who are some mappers that you think are very creative?
HB: Who are some mappers that have inspired you and/or influenced your mapping style?
HB: Who have you most learned from?
HB: Is there a mapping style or mapper that you to try to emulate?
HB: What is your favorite wad and why?
HB: What wad that was novel in some way is memorable to you?
HB: What is your goal as a mapper?
HB: Why do you map?
HB: What kind of gameplay do you try to generate in your mapping?
HB: What style maps do you prefer to play / design?
(Wide open or close quarters or both? Slaughter/hoards or suspense?)
HB: Which do you like more: Doom 1 style maps or doom 2 style maps?
HB: why?
HB: Which is better Doom 1 or Doom 2?
HB: why?
HB: How do you think the original doom and doom 2 games hold up in terms of gameplay, atmosphere and replay value compared to modern maps and mods? If you think they hold up, why? If not, why not?
HB: Do you think there is enough original mapping taking place today? Or do you think too much effort goes into fancy detail and not enough effort goes into developing distinct, original and compelling maps with dynamic gameplay and stimulating design?
HB: Are you concerned that mappers put all their energy into detailing instead of coming up with novel, but compelling map designs because it is easier, from a creative standpoint, to detail than it is to make an original, yet fun, map layout?
HB: What do you think of the general state of mapping today?
HB: How has mapping evolved over the last 18 years?
HB: What are some major trends that have developed?
HB: Do you think these trends are good/bad?
HB: What do you think are some major influences in these trends?
HB: Why?
HB: Who are some mappers that have bucked the trend with some pretty memorable map(s)?
HB: Lots of various trends have developed over the years, such as speedmapping (32in24) and others. What do you think the future holds for mapping?
HB: What is missing from the Doom mapping (or modding) scene?
HB: What mapping styles or trends haven't been done enough? Or has everything worth doing been done and done well?
HB: What direction would you like to see the Doom Community move in from here (in terms of mapping)?
HB: Do you think the Doom community will eventually die out and become a relic?
HB: If so, when can you imagine this taking place--and what would be some factors do you think would bring this about? (perhaps the original audience growing too old, a new game better than Doom and easier to mod replaces any need for Doom).
HB: Doom has stood up to the test of time incredibly well. Why do you think Doom and doom modding has survived as long and as well as it has?
HB: Finally, what do you think the Doom Community should do to celebrate Doom's 20th birthday?
HB: Is there anything else you would like to share with me today?
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