Joshy
Member

Posts: 538
Registered: 07-08 |
Here's some initial ideas:
- Height Variation: Any excuses will do to have height variation, particularly in one room. Add in monster ledges for extra challenge, but at the same time, present some architectural differences. It's the simplest exercise for mastering architectures in doom-mapping.
- Make more outdoor rooms: Mapping buildings and the outdoor surroundings provide plenty of opportunities for architectural creativity. Add in beams or supports, fences, crates, or whatnot. You can also make huge caverns indoors, the same principles apply.
- Use windows: Windows are a great way to start for architectures/details, it provides more vantage points and views, and challenge as well for monsters to shoot through.
- Use borders: It might sound silly but borders are a great way to start, and you can build upon them. Say, a room for example, border 32 units from the walls, and raise the square inside the room up 64 or 128 units, and there you have your basic architecture. It will only work if you use texture choices wisely. For icing on the cake, add in lights or use the sky flat and add in one more border which could be made into a metal supporting bar designed to stop the room from caving in. Possibilities are endless.
- Take advantage of the sky flat: If a room seems empty, the sky flat can be a great help. A good excuse also for changes in lightings.
- Create light sources, and change the surroundings according to how the lights are designed: You can even create light-posts outside or inside, and differences in lightings are quite attractive traits in a doom map (Episode 1 in Doom used lightings quite well).
Check out Alien Vendetta, Scythe1/2 and (shameless promotion) Speed of Doom, they are IMO pretty good examples of architectures. If you're having mapper blocks, just do speedmaps (don't even care about how good it looks), and practice making a tower, a swimming pool, your house, a street, a cave, etc etc. The more practice you have, the more you can create, and thus, the more ideas you will be able to have when you map. One of the most difficult things in doom mapping, is not the process of mapping, but knowing what to map and whether it would work or not.
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