dobu gabu maru Posted December 28, 2019 I know obviously it doesn't work 100% of the time, but do you think you can get the general flow or fun-ness of a map just from looking at it from an overhead view? I was perusing some late 90s maps that had a lot of maze-like corridors, and it was one of those maps where I knew it was going to play like junk. For me, I don't think you can tell how good a map is by looking at its layout, but boy can you just smell the stinkers before you start. 7 Share this post Link to post
VanaheimRanger Posted December 28, 2019 I've looked at a few on Doomwiki before I played them that looked like they would be great based on how much linework and detail there was, but when I played them they were awful jumbles of mismatched textures and bad gameplay. And on the opposite end I've seen a few that looked quite unremarkable but ended up being fun and visually well themed. 6 Share this post Link to post
seed Posted December 28, 2019 That largely depends on the nature of the map I think, but even so, I am strongly inclined to say "no". You'd still have to play at least a bit of it to see whether it suits you or not, and if the subsequent levels looks too similar... then maybe what you see on the automap becomes representative. Even so, seeing is believing, so until you play a bit you won't know for sure. 2 Share this post Link to post
Nine Inch Heels Posted December 28, 2019 (edited) I mean, if you hate platforming, and you see a several areas that look like a series of 64x64 pillars, or smaller ones for that matter, then sure, you can tell quite well what's gonna happen. Same for mazes, corridor fests, and whatnot. Having said that, I've seen maps with a promising layout that ended up being bland, and I've also seen maps with not so great layouts that ended up being actually enjoyable. With all that in mind, I don't get why people start swooning over simple DBX/GZDB layout shots, because in many cases those mean close to nothing other than "I made a layout". At the best of times these layout shots provide an insight as to how varied a map is wrt shape of rooms and such, perhaps also how "interconnected" (an abominable word, by the way) it is, but it still doesn't say much about gameplay, because in the end it all boils down to how that layout is put to use. As a side note, when I look at somebody else's map in the builder, I don't just stare at how many linedefs there are, but I also have a look at the "behind the scenes stuff", like teleport closets and such, because those can tell me how much attention people pay to how their virtual installation behaves, and that is just as important as layout and thingplacement as far as I'm concerned. 12 Share this post Link to post
Bauul Posted December 28, 2019 I think you can tell a lot about an author from whether they've spent the time cleaning up an automap. If the automap is nice and clean and has had all unneeded lines hidden, the chances that the rest of the map is rushed and unbalanced is probably very low. On the other hand, this: 21 Share this post Link to post
Terminus Posted December 28, 2019 I've developed a habit from back when Terrywads were a thing, I'd download the wad and instantly check the automap on Slade/Builder before jumping into it. Since then I sometimes cheat myself a Fullmap just to check the automap, and mostly it's when a map has a high monster count so I know if it's slaughter or a large exploration map. 1 Share this post Link to post
RonnieJamesDiner Posted December 28, 2019 8 minutes ago, Nine Inch Heels said: "interconnected" (an abominable word, by the way) Lol I just have to ask, because "abominable" is quite a strong word unless you're being hyperbolic. What's the matter with "interconnected"? 1 Share this post Link to post
Jaws In Space Posted December 28, 2019 Hmmm.... I've seen this thread before. Looks through Doomworld history to find it. Ah ha! I knew it! I present you the evidence from the previous thread! FellowZdoomer submitted this map to TNT: Revilution 19 Share this post Link to post
Nine Inch Heels Posted December 28, 2019 4 minutes ago, RonnieJamesDiner said: Lol I just have to ask, because "abominable" is quite a strong word unless you're being hyperbolic. What's the matter with "interconnected"? Of course I'm being hyperbolic, but just a little. "Interconnected" in the context of rooms in doom means literally the same thing as "connected", except "interconnected" happens to be a mapping buzzword that I've become tired of. For me, as a non-native speaker, "interconnected" comes across in a weird and pompous way due to how it's what I call a "conjumbulation™". 0 Share this post Link to post
Roofi Posted December 28, 2019 Even if I love seeing map's layouts , I can't judge if the map is good or not. However , some layouts are weird enough to announce a trippy adventure. Exemple : "Degrassi" by TimeOfDeath 8 Share this post Link to post
Maximum Matt Posted December 28, 2019 Behold the majesty: ….Wanna take a guess at how this one plays?? 14 Share this post Link to post
Graf Zahl Posted December 28, 2019 Looking at the map in the automap or an editor can tell a lot already, i.e. it is normally a good tool to weed out obvious clunkers, because most bad maps also have poor layout, and for haters of slaughtermaps seeing huge grids of monsters is a clear sign of "do not bother". Normally I can eliminate half of the new downloads each time I check /idgames for updates without ever playing them. 2 Share this post Link to post
Doomkid Posted December 28, 2019 (edited) You can tell a lot about a map by its automap view, but it’s only one perspective. As others have mentioned, maps featuring beautiful automaps can often look ugly in-game (super common in early Doom mapping) and things that look like amorphous blobs on the automap are often gorgeous in-game. Re: the whole ‘interconnected’ vs ‘connected’ thing that NIH has brought up - although this doesn’t necessarily reflect the dictionary definition, in the world of Doom mapping, ‘interconnected’ has a colloquial meaning - it refers to multiple paths leading to one area, choices in terms of how to navigate. This makes more sense as a point of criticism in deathmatch where there essentially needs to be at least two ways out of any given area, but it’s a thing in SP too. Sure, the beginning and end of the map in Jaws in Space’s screenshot there are connected, but those rooms are not interconnected at all as there are not multiple paths or passageways. Interconnectivity is absolutely crucial in deathmatch mapping (and still tends to make SP stuff less boring), hence why it is a commonly used term and why mappers do not use it interchangeably with ‘connected’. 17 Share this post Link to post
RonnieJamesDiner Posted December 28, 2019 10 minutes ago, Nine Inch Heels said: Of course I'm being hyperbolic, but just a little. "Interconnected" in the context of rooms in doom means literally the same thing as "connected", except "interconnected" happens to be a mapping buzzword that I've become tired of. For me, as a non-native speaker, "interconnected" comes across in a weird and pompous way due to how it's what I call a "conjumbulation™". Well I can't speak for everyone, but I've always appreciated the term in the context of Doom maps. If someone described their map as "connected", all I would think is, "Connected to what...?" Whereas when someone describes it as "interconnected", I immediately get the sense that the map will be connected to and within itself. Which, I guess I've always just taken as a shorthand for, "the map has been designed in such a way that the player will do a loop, or multiple loops, while progressing through the map, rather than being forced to do long series' of backtracking". 11 Share this post Link to post
Maximum Matt Posted December 28, 2019 As someone who has spent plenty of time staring at the automaps of wads before I play them, I can definitely say that it's not really a reliable indicator of the quality (although some maps, like the above example, sometimes provide clues:). I mean, it's good to see if it's not yet another E1M1 clone, or if it's too interconnecificated for one's own taste, but there's really no indication if it's going to be an eye-bleeding, boring mess once you load it up. It's like that old saying about books and covers: "Fuck books, rip the cover off and tear up all the pages." Or something like that. 8 Share this post Link to post
ETTiNGRiNDER Posted December 28, 2019 I think only in a lopsided sort of way. If you look at a layout and see a big box, or just a few slopped together random sectors, or something that looks like something out of one of those kids' maze activity books, it's probably safe to guess that it's not going to be all that much fun. Something that looks like a competent layout is no guarantee that it's actually good though. Then again, apparently there are people who like NUTS.WAD. Though I'm not sure if that's a case of people liking something ironically. 1 Share this post Link to post
DMPhobos Posted December 28, 2019 Good maps often have a nice layout going for them, but i don't think it's possible to completely judge if a map is good based on it's layout, there's quite a lot going on that makes a map good or not. A layout can give you an idea of things, (such as figuring the map progression, spoting arenas, mazes and other relevant stuff) but in the end you can't tell how it's gonna play until you just play it since it's an incomplete picture. That said, i do think it can be easier to predict if a map is bad based on a automap shot, and there's been some good examples of how here. But then again, it's an incomplete picture, it can or cannot be true until you start playing the map 2 Share this post Link to post
Beginner Posted December 28, 2019 Next up: Judging maps by watching available speed demos. 4 Share this post Link to post
Fonze Posted December 29, 2019 (edited) 3 hours ago, Jaws In Space said: Hmmm.... I've seen this thread before. Looks through Doomworld history to find it. Ah ha! I knew it! I present you the evidence from the previous thread! FellowZdoomer submitted this map to TNT: Revilution Man habitat's remake is looking sick! On-topic: I agree with those who've said more eloquently than I will that at best you can spot stuff you may not like, but there is no way to tell that a map will necessarily be good from just a cursory look beyond a prediction based on statistics. Also I'm with nih; I'd much rather look at somebody's monster closets, dummy/control sectors, etc. ^^ 3 Share this post Link to post
leodoom85 Posted December 29, 2019 Judging maps by automap? a simple No. Why? Playing the map instead is better than taking a look to it. Yes, the automap can tell you immediately how can works for you but, it's not important IMO. Although, I'll complement how the map looks if it was designed in a clever way. 0 Share this post Link to post
Dexiaz Posted December 29, 2019 No, don't trust the automap at all: Spoiler 7 Share this post Link to post
Test Tickle Posted December 29, 2019 10 hours ago, JudgeDeadd said: Absolutely disgusting 2 Share this post Link to post
ketmar Posted December 29, 2019 1 hour ago, Deⓧiaz said: No, don't trust the automap at all: no switches, no starting deathtrap. cheap copy of the brilliant original! ;-) 1 Share this post Link to post
antares031 Posted December 29, 2019 Any automap art like this will give you a positive impression, once you open the automap. And you will know that the author put their effort to make us smile. 14 Share this post Link to post
Phobus Posted December 29, 2019 I suspect you can check the automap and get an idea of what you're in for, particularly if you've already read the author's description of the map, seen screenshots and got the monster count on screen. You'd still need to play to confirm, though. Even a simple corridor map, with the right monster placement and supply balance, could be fun, or challenging, or utter bullshit. I don't know where this stuff about a "clean automap" came from, but it's recent and I disapprove. Having the map reflect the level of detail of a room makes it much more navigable, IMO. Yeah, hide stuff that's out of the playable area or lines that are just for mechanical purposes, but that's about all that's needed. Unless you're one of those people that hides the entire map... But that's rarely cool. 3 Share this post Link to post
Shawny Posted December 29, 2019 No, you cannot fully judge the map but, as more people above mentioned, you can get a pretty good idea what kind of map you are about to play. Especially if you can see the kills/items/secrets counts. 1 Share this post Link to post