Battle_Korbi Posted February 18, 2017 How much detail you want to see in Doom maps? Asking because I have just spent nearly more than half a hour building a 1:1 scale of my high school's bathroom and every element had to be diffrent than the other and be super detailed. And I am wondering, would people even appreciate such work? Edit: A new entire line added. Plus this one. 0 Share this post Link to post
Jayextee Posted February 18, 2017 No option than "keep it under VPO/within vanilla limits but under that anything goes"? Shame. </vanillahipster> :P Detail's a caveat of mine. I actually don't mind large amounts of it, but it's gotta be good and chunky. When we start adding in little 1-length lines to make a wire out of DOORTRAK textures, or dozens of tiny sectors to make some barely-recognisable thing on a table, I start getting a bit icky. It's very rarely well done (and one I can think off OTOH is the pipe at the beginning of Ancient Aliens) so keep it chunky, thanks. 0 Share this post Link to post
HavoX Posted February 18, 2017 Although detail is nice, I find gameplay to be just as important. I'll rephrase. I find a good balance of detail and gameplay to be essential. If a map has too much detail, but not much gameplay (and vice versa), then it's not worth my time. 0 Share this post Link to post
Dutch Doomer Posted February 18, 2017 Over time I realised detail is only a part of the whole package, making a map is relatively easy. But to let gameplay, a good layout and the level of detail you're putting in co-exist with one another without either one of them comprimising one of the other aspects is challenging. For me personally finding a good balance between all of them is what I find the most difficult thing to accomplish. 0 Share this post Link to post
Use Posted February 18, 2017 Battle_Kirby said:And I am wondering, would people even appreciate such work? People appreciate gameplay. Few people want to fight demons in a bathroom. If your going for some realism or art piece there are far more suitable engines. 0 Share this post Link to post
roadworx Posted February 18, 2017 Dutch Doomer said:Over time I realised detail is only a part of the whole package, making a map is relatively easy. But to let gameplay, a good layout and the level of detail you're putting in co-exist with one another without either one of them comprimising one of the other aspects is challenging. For me personally finding a good balance between all of them is what I find the most difficult thing to accomplish. yeah...I've noticed that too. i can make a map and its layout fairly easy (ish), but the detailing is what i get stuck on. i just think that it looks so damn ugly without any detail - but the thing is, i'm terrible at implementing that. so, i just abandon the entire project without second thought, because in my eyes, the map is terrible. 0 Share this post Link to post
40oz Posted February 18, 2017 Battle_Kirby said:How much detail you want to see in Doom maps? Asking because I have just spent nearly more than half a hour building a 1:1 scale of my high school's bathroom I think the question is how much bathroom do you want to see in doom maps. 0 Share this post Link to post
Deleted_Account Posted February 18, 2017 Can never have too much Doom toilets with health potions in them. The more the better! 0 Share this post Link to post
Battle_Korbi Posted February 18, 2017 For those wondering about the bathroom thingy, im kinda recreating my first doom map which was accidentally my high school's second floor (gee I wonder why my first map choice was that), and since I have learned a lot since the first map, I tried to use all my skillz to make a super sick recreation. And the bathroom took me the longest. So many goddamn curves, and every damn surface needs a texture. Plus creepy strobe lights and so. 0 Share this post Link to post
geo Posted February 18, 2017 Moar Impse. Anyway, I'd appreciate the detail. Its funny how many British Youtubers stop to pay attention to the floor and wall textures then wonder how many people will actually bother to stop and notice. The answer is a bloody lot. People will notice your hard work if you go the extra mile to make interactions. people love turning on sinks, flushing toilets, shooting down stall doors. 0 Share this post Link to post
TwinBeast Posted February 18, 2017 Maybe some more than in Wolfenstein 3D. But I'm fine with straight lines and 90 degree corners. Sector toilets, chairs, tables and other furniture/stuff are fun too. 0 Share this post Link to post
LordShadowZ Posted February 18, 2017 The level of detail doesn't really matter to me. As long as it plays good I'd enjoy the map even if it used the most basic of textures. But I definitely appreciate maps that add high levels of intricate detail. 0 Share this post Link to post
Mr. Freeze Posted February 18, 2017 I just want to make a semi-detailed map without having block tables and block chairs. 0 Share this post Link to post
Mauzki Posted February 19, 2017 Stuck in chocolate doom land here, all of my (inb4 shit) wads are vanilla! 1 Share this post Link to post
Doomkid Posted February 19, 2017 Why isn't there an option for "the iwads got it right"? Wolf3D is boring as hell compared to the iwads which I personally have always seen as the benchmark. EDIT: Also this belongs in Doom General, not EE 0 Share this post Link to post
Clonehunter Posted February 19, 2017 As said, a balance between Gameplay and Detail is probably best, but at the same time, trying to push the Doom engine far enough for such a recreation is rather interesting and could prove to be a neat experiment. 0 Share this post Link to post
june gloom Posted February 19, 2017 Something on the level of Phobos: Anomaly Reborn suits my tastes. 0 Share this post Link to post
Spectre01 Posted February 19, 2017 As long as it doesn't tank my FPS like Hellbound map29 or Sunlust 28. 0 Share this post Link to post
BigDickBzzrak Posted February 19, 2017 Oh hey you have a 256-long wall there let's stick a computer terminal in there! Oh hey you have a flat with a light on it let's make that light a separate sector and lower it by 4 units! Oh hey you have some grass there let's split it into several sectors with different RROCK*** textures! Oh hey you have a room you don't know what to stick into so why not your name? Oh hey you have a wall texture with a switch on it let's inset the switch part into the wall by 8 units! Oh hey you have a teleporter there let's add some super huge techno stuff around it to make it seem like it's some T0P $ECRET badass government project! Oh hey you have a floor/wall with a pattern let's inset some TEKWALL or rocks or something a few units into it so that it looks like the wall is destroyed! Oh hey you have a ceiling so let's split it into an outer and inner part and raise the outer part by 64 units and make it a window with f_sky1! Oh hey you have 2 different wall textures so let's separate them with 64 units of SUPPORT3 andSUPPORT2! Oh hey you have a place where using an IWAD texture would require some very slight adjusting of that place but you don't care, torture your brain with adding a brand new!! texture from a badass texture pack to your PNAMES and TEXTUREx! Oh hey you have a wall where a texture tiles vertically more than 2x let's make a 1-px wide 0-tall triangular sector behind it and apply different textures to the upper, lower and middle! aka bzzrak's cacoward-winning guide, just like the one Tormentor667 wrote in 2009 0 Share this post Link to post
Deleted_Account Posted February 19, 2017 ^ I want a map with all those details! 0 Share this post Link to post
Uncle 80 Posted February 19, 2017 Haha, great checklist 4 quality mapz Edit: You forgot Oh hey you have a floor textured Floor4_8, let's make some hexagonal sectors lowered by 2 to make it appear like some floor tiles are missing/destroyed 0 Share this post Link to post
Fonze Posted February 19, 2017 bzzrak said:Oh hey you have a room you don't know what to stick into so why not your name? Shit, they're on to me! 1 Share this post Link to post
fraggle Posted February 19, 2017 Well, the old masters always signed their works. 1 Share this post Link to post
crusty_charlie Posted February 20, 2017 I'm not exactly one to obsess over detail. I like it as long as there is a good amount of variety of textures to look at. 0 Share this post Link to post
Voros Posted February 20, 2017 Personally, I like maps with some rational details. After playing Freedoom again and again, loading up Doom made me see how bizarre the maps in Doom are like. It disoriented me for a bit :/ 0 Share this post Link to post
Doomkid Posted February 20, 2017 Bizarre is great for those not seeking the ordinary! 0 Share this post Link to post
BigDickBzzrak Posted February 20, 2017 Uncle 80 said:Edit: You forgot Oh hey you have a floor textured Floor4_8, let's make some hexagonal sectors lowered by 2 to make it appear like some floor tiles are missing/destroyed bzzrak said:Oh hey you have a floor/wall with a pattern let's inset some TEKWALL or rocks or something a few units into it so that it looks like the wall is destroyed! I was close. :] Despite how my "guide" looks very unserious (it is unserious), I actually do most of that stuff in my maps. Except for the teleporter one, most of my maps don't even have enough space for a teleporter bigger than 64x64. These 2 sentences I just wrote made me realize how bad at mapping I really am, damn. :/ 0 Share this post Link to post
MFG38 Posted February 20, 2017 Eh. Detail's nice and all, but I don't really hold it to a high level of importance. 0 Share this post Link to post