Keeper of Jericho
I wish it wasn't so difficult to make another map :D I ran out of ideas :D
I hope that I'll find a good idea for my second map soon.
Sometimes I pick a name for my map precicely to inspire a concept for said map. Take "Nabataea", for example. It's some old kingdom in the middle-east from Babylonian times, and that gives me some inspiration for the texturing and theme. I have another map in mind for this once I finish "Nabataea", which'll be a hell-map for e3: "Gates of Angband". Angband's the fortress of Morgoth, the bad guy from Tolkien's mythos. It means "hell of iron" in the Elvish tongue, so again, that's inspiring for a theme and texturing. That's usually only as far as I plan ahead, though: theme and textures. I never plan the layout of my map or the rooms ahead, I just start to map, lol.
So, maybe it's not very good advice, but it's the best I can offer: listen to some music you like, or a book you like to read, or a movie you like to see, anything really, and see if there are any names or songtitles that make you think: "Hmm, how would a Doom map with that same name look like?". Then see what you can come up with! =D
Here it is! My map 31, Crossing the line.
I like it! It gives a very abstract impression, and the layout near the beginning can get tricky, in a good way. The texturing reminds me a little bit of CC4's map 20 and 21 at times. The Cyberdemon genuinely caught me off guard, which was nice. There are some small bugs in the map (for example, I think you can get stuck in the super shotgun secret, since you can't lower the lift that leads to the arachnotron platform), but I'll fix those myself if you don't mind.
ok, third room near to completion...
maybe i am spoilering too much of the map... who care!
I certainly don't, because I think it looks great. =P
Here's another preview of my map. As you can see, I've got the 5 rooms down. Just adding some final details, put in the difficulty levels and its ready to go. :)
Looking forward to the final product. ^_^ This'll bring the counter of completed maps to 4.
You know, if anybody's in need of inspiration, I always had an interesting concept in mind for a super secret level (map 32). The player would start out in a room, and he'd have to choose from two paths. Once chosen, he can't go back and go to the other path. Both paths have their own design and gameplay, and both will lead to an exit to end the level. They don't cross at any point. The challenge, however: the player needs to be able to get 100% kills and 100% secret no matter which path he picks (no 0 secrets either). This would require some crafty monster-teleporting and secret-placing. It could be an interesting challenge.
Last edited by Keeper of Jericho on 10-27-12 at 21:47