Memerz1 Posted April 21, 2019 I'm not sure if this has been done before, but this is basically a thread where you can learn and share design tips for map editing; And generally talk about interesting architectural structures in Doom. For example: I typically like to combine the LITE3 texture with the support texture. I also found this interesting skull cage from E3M3, that I see potential in. If you have any design tips, feel free to share. :^) 3 Share this post Link to post
WeDemBois Posted April 21, 2019 make sure that lights are kinda pushed into the walls a bit. makes it a tad more atmospheric. Also, make sure that if you can see somewhere outside the map, you should be able to go there.(Look at the E1M1 outside area for inspiration, and how it indicates you can go there by the armour in the water.) 4 Share this post Link to post
Roofi Posted April 21, 2019 I will share some tips : - avoid excessively symmetrical structures. - Try to stay simple. Overdetailling is often useless and a waste of time. - Choose 2-3 dominant colors in your map. - Try to go out your comfort zone by making something else than square rooms/architecture. 4 Share this post Link to post
⇛Marnetmar⇛ Posted April 21, 2019 Big contrasted with small, light contrasted with dark, big patterns contrasted with small patterns, etc. 1 Share this post Link to post
Misty Posted April 21, 2019 I suggest try this map, it's aimed for new mappers or those who struggle with mapping block, it has things explained: 4 Share this post Link to post
Dark Pulse Posted April 21, 2019 3 hours ago, Misty said: I suggest try this map, it's aimed for new mappers or those who struggle with mapping block, it has things explained: This link deserves more attention than it got. Wonderful stuff. 1 Share this post Link to post
Mk7_Centipede Posted April 22, 2019 If I see a wall I put Startan3 on it. ;) 2 Share this post Link to post
drygnfyre Posted April 22, 2019 23 hours ago, WeDemBois said: Also, make sure that if you can see somewhere outside the map, you should be able to go there. But yet on the other side of the map, you can see outside but can't get there. (The little alcove with the shotgun). There was also no way to get past that yellow door cage and go outside on E1M3. In both cases, I would have just made them enclosed rooms. 0 Share this post Link to post
Empyre Posted April 22, 2019 I like having areas outside that map that you can't get to. It makes the world seem bigger than just the map. 6 Share this post Link to post
Memerz1 Posted April 22, 2019 3 hours ago, Empyre said: I like having areas outside that map that you can't get to. It makes the world seem bigger than just the map. I actually do that. lol 0 Share this post Link to post
pulkmees Posted April 23, 2019 Wasn't that like one of the points Doom tried to make? That everywhere where you can see you CAN go. I mean if it's obvious that it's outside the map then go for it, but otherwise I feel this leads to a lot of time thinking of ways to create invisible walls, weird barriers etc. 0 Share this post Link to post
boris Posted April 23, 2019 It's one of Romero's design rules: Quote making sure that if a player could see outside that they should be able to somehow get there Although he was somewhat lax about that himself. 0 Share this post Link to post
elend Posted April 23, 2019 I also highly recommend the Realm667 tutorial section. https://realm667.com/index.php/en/tutorials-mainmenu-138 1 Share this post Link to post
drygnfyre Posted April 23, 2019 8 hours ago, pulkmees said: Wasn't that like one of the points Doom tried to make? That everywhere where you can see you CAN go. I mean if it's obvious that it's outside the map then go for it, but otherwise I feel this leads to a lot of time thinking of ways to create invisible walls, weird barriers etc. Yes, Romero has mentioned a few times he didn't do areas that were outdoors unless you could get there. Violated in a few places (one spot in E1M1 you can't visit, the area beyond the yellow door cage in E1M3) but for the most part this was consistent. 0 Share this post Link to post
DooM_RO Posted April 24, 2019 19 hours ago, boris said: It's one of Romero's design rules: Although he was somewhat lax about that himself. Starting with E1M1 as a matter of fact. 0 Share this post Link to post
Stocki Posted April 24, 2019 2 hours ago, DooM_RO said: Starting with E1M1 as a matter of fact. But according to John that was the last map he created. (to put in all knowledge gained from the rest to give a good first impression to the player) 0 Share this post Link to post
Stocki Posted April 24, 2019 I try to find one or two centerpieces of architecture for the map i make. (doesn't always work) Something the player will see in the background every now and then or a certain place he will revisit when playing the map. I have the impression it makes maps less linear. 0 Share this post Link to post
snapshot Posted April 24, 2019 Try to use border sector when you can, it's such a small detail but can help make floors and ceilings look less flat if used right. 0 Share this post Link to post
Deadwing Posted April 24, 2019 Complex sector shapes are a pretty good way to have a simple, functional and good looking visual without even thinking much about detailing (if any). A super-detailed square room will still be a square room. 2 Share this post Link to post
Gez Posted April 24, 2019 Borders are cool, right? Such a simple way to make boring geometry look less boring. Wrong! Put some block monsters flag on these border lines, at least. Please. 7 Share this post Link to post
snapshot Posted April 24, 2019 (edited) That's not how I meant you should use them, put them around landscape geometry for example, but ok.... 6 hours ago, tempdecal.wad said: can help make floors and ceilings look less flat if used right. 1 Share this post Link to post
Gez Posted April 24, 2019 Still, please keep the hovercorpses in mind. 1 Share this post Link to post
snapshot Posted April 24, 2019 (edited) Won't need them if the border sectors are leveled near same as the inner sectors though, but you're right. 0 Share this post Link to post
Doom Marine Posted April 25, 2019 Random thoughts on mapping that I wrote during mapping DVII Second Edition -------------------------------- 1. Geometry first, then figure out how to texture it. Don't let powers of two or multiples of eight get in the way of the cool stuff. 2. Connectivity is good, but too much of it just confuses the hell out of me. 3. Understanding the way Doom Engine renders things, I started to delete details. 4. Barrels o' fun only on Map23? Why not every map? 5. When solving for an x, solve for n too, whenever possible. 6. Bad design has no explanation, good design needs no explanation. 7. Attention is a limited resource. Do not make every wall a showcase, do not make every room a landmark. 8 Share this post Link to post
nue Posted April 25, 2019 In the second screenshot I would recommend a border texture along the bars and the wall. Maybe with a wood or silver texture. A minor change but it goes a long way. 0 Share this post Link to post
Memerz1 Posted April 28, 2019 @WeDemBois I picked up your advice on adding a sort of "dent" to the wall lights. As you can see here: I added my own twist to that concept by merging the floor and wall next to it. Thanks for the tips everyone. :^) 2 Share this post Link to post
Juza Posted April 29, 2019 Bumping the tips from Roofi, Deadwing and Marine specially. These are truly most helpful in making a fun, atmospheric map that isn't just all looks and no game. 1 Share this post Link to post