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John

Yes another "What makes a *** map" post :-) This time its HELL! *Ph33r* :-P

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Okay ladies and gents... what makes a GOOD hell style level.. not e-3 persae but a good Hell THEME :)

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Well, there's all sorts of different "Hell" themes around, but I'd say that a good hellish level should have a dark, evil feel. It also works, but isn't necessary, to have a sort of ancient ruins feeling. If there's sky, it's advisable for it to be red. Blood, corpses, and lava are good. The occasional WTF sort of architecture like floating structures also works. Tech elements are suspect.

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Look for the addon level pack for Doom called "Inferno". It is a highly detailed version of Doom episode 3.

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hmmmmm
[::monsters::]
barons of hell
caco demons
mancubus
[::textures::]
Marble(ALL)
BFall
BLOOD1
SKNSNAKE
SKNWALL etc
SFL4_6 etc
LAVA

=D

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Blood, metal, some wood, support3, sksnake1 and 2, lava, blood, lots of marbface textures, and of course torches, and candles, and a candlelabra or too. It also helps if the gameplay is difficult, or at least approaching difficult, and there should some examples of the demons stealing our technology (e.g., flashing lite5s and 3s, T_Lite whatevers here and there). Also a fair sprinking of dead things and corpses strung up from the ceiling enhance the feeling you're in hell.
Oh, and Gstone.

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oh yeah dun forgot penta grams - not to many, maybe one or two. My normal pentagram style is the pentag gram start rised 8 units above floor, and the surroding circle -8 units into the floor, the pumping heart pillar in the middle, and candles at all points. :)

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Job said:

Wolf textures. And SS men.

That's not what they had in mind, but it certainly is Hell, along with tons of other crap-map styles (This does not include Wolfendoom which is cool.)

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A good hell map should also include more of the heavy *non mechanical* monsters, cacos, knights and the like... mancubi look a little out of place unless theres some kind of reasoning for it... *IE A base on the edge of hell?* but thats just my opnion. Also... Some cool sky effects go a long way... *Points to doom64/PSX doom*
and some ambience like screaming and moaning, babies crying,... that kind of thing *points again to PSX doom*
Hope this helps :)

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SirTimberWolf said:

A good hell map should also include more of the heavy *non mechanical* monsters, cacos, knights and the like... mancubi look a little out of place unless theres some kind of reasoning for it... *IE A base on the edge of hell?* but thats just my opnion. Also... Some cool sky effects go a long way... *Points to doom64/PSX doom*
and some ambience like screaming and moaning, babies crying,... that kind of thing *points again to PSX doom*
Hope this helps :)


Uhm, episode3 is kind a techbase in hell. Heh. At least 10-15 of all textures used is tech textures.

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