Memfis Posted October 6, 2018 90's: hey, let's make maps like in the iwads! 00's: hey, let's turn doom into another game! 10's: hey, let's make maps like in the iwads! 10 Share this post Link to post
Memfis Posted October 6, 2018 90's: traps are surprising 00's: traps are predictable 10's: everything is a trap 10 Share this post Link to post
Catpho Posted October 6, 2018 You are having too much fun with this Memfis :P 0 Share this post Link to post
Test Tickle Posted October 6, 2018 90's: VISPLANES ARE TOO HIGH 00's: Visplanes are sustainable. 10's: VISPLANES ARE TOO LOW 0 Share this post Link to post
Not Jabba Posted October 6, 2018 I feel like people are being kind of unfair to the 2000s here. While the 90s had plenty of interesting small-scale ideas within the limitations, the mappers then were a lot more focused on making an id-style game than on creating a broader identity for Doom (primarily out of necessity, I imagine); the 2000s paved the way forward, and nothing that's been accomplished in the 2010s would have been possible without the 2000s mappers making all their mistakes along the way to get us this far. 3 Share this post Link to post
Salt-Man Z Posted October 6, 2018 2 hours ago, rdwpa said: TimeofDeath will emerge and say 'haha, I'm really Mechadon's alt' (they both have said they get motion sickness while watching demos!) Excited to learn that I too might be Mechadon. 3 Share this post Link to post
Memfis Posted October 6, 2018 90's: deathmatch is supported in most single player maps 00's: separate map packs are created for deathmatch 10's: ... 12 Share this post Link to post
wallabra Posted October 6, 2018 80s: maps that went through the time machine to Treat Your Mother Right. 0 Share this post Link to post
tib_ Posted October 6, 2018 6 hours ago, Memfis said: 90's: deathmatch is supported in most single player maps 00's: separate map packs are created for deathmatch 10's: ... rest in peace 0 Share this post Link to post
Kristian Nebula Posted October 7, 2018 (edited) On 10/6/2018 at 1:20 AM, hardcore_gamer said: is there even such a thing as too much detail I remember when people were creating slopes with single pixel wide sectors, that was heavy on the machines in the late 90's to early 00's. A quick take on traits: 90's: less lines, after plutonia textures defined map beauty more than detail from linedefs 00's: more detail, gimmicks, scripting, as comp power grew up detail grew up the same time. 10's: huge maps with lots of detail with modern elements added into the engine 2 Share this post Link to post
Guydoom Posted October 7, 2018 (edited) 90's - simple, clean, elegant 00's - good, detailed, fun 10's - help Edited October 7, 2018 by Guydoom 19 Share this post Link to post
Soundblock Posted October 8, 2018 90s: CRT blur 00s: Colored lights 10s: Glowing trims 1 Share this post Link to post
Capellan Posted October 8, 2018 On 10/7/2018 at 2:03 AM, Memfis said: 90's: deathmatch is supported in most single player maps 00's: separate map packs are created for deathmatch 10's: ... Hey, my new maps still all support DM! :) As far as the OP goes, the 'true' answer is that decades are way too long a period to capture a single mapping zeitgeist for them (compare 1994 releases to 1997), but there have been some pretty amusing answers in this thread. 7 Share this post Link to post
Pegleg Posted October 8, 2018 20 minutes ago, Capellan said: the 'true' answer is that decades are way too long a period to capture a single mapping zeitgeist Very true. Unfortunately, "name a distinctive trait from every 2 years of Doom mapping" would get a bit ponderous. I was thinking you could do every 5 years, although it doesn't roll off the tongue as nicely as "every decade." But then you could account for the rise of a variety of tricks to get every inch out of the vanilla engine, followed by the the dip in interest in Doom that coincided with the emergence of Quake and Quake 2 ("true 3D"), followed by the revival of Doom and the emergence of advanced ports combining OpenGL with Doom, followed by the emergence of a variety of niche genres and the continued rise of quasi-professional-looking megawads and collaborations, followed by the continued enhancement of features in source ports that were undreamt of in the 90's. 2 Share this post Link to post
Big Ol Billy Posted October 8, 2018 ‘Scuse me while I get Hegelian on that ass... 90’s: too big rooms with too few monsters (thesis) 00’s: too small rooms with too many monsters (antithesis) 10’s: too big rooms with too many monsters (synthesis) (Just kidding, slaughter crew, I love y’all) 5 Share this post Link to post
purist Posted October 8, 2018 90s: Let's push the limits 00s: Let's remove the limits 10s: Let's make limits 12 Share this post Link to post
rabidrage Posted October 9, 2018 (edited) For my part... I edited maps on a friend's computer in the 90s that never saw the light of day, using Waded. Back then it was all about stupid Vanilla tricks like invisible walls or having a teleporter with an exploding barrel on the other end. :P Other than that, we enjoyed wads from D! Zone and The Ultimate Addon. The 2000s brought some awesome random wads that I mostly can't remember the names of. One had a huge white castle and another ran in Doom Legacy, with 3D floors and weightlessness in parts. Though the best thing about the 2000s was Absolution and The Outcast Levels, and all the random gameplay mods. The 2010s seem to be even more mod and custom resource-centric, with an emphasis on realism and lots of pretty effects. Edited October 10, 2018 by rabidrage : Typo 0 Share this post Link to post
Doomkid Posted October 9, 2018 (edited) 90s: Dwango5 00s: UDM3 10s: Don’t Be a Bitch On 10/7/2018 at 3:03 AM, Memfis said: 90's: deathmatch is supported in most single player maps 00's: separate map packs are created for deathmatch 10's: ... TFW all your (released) DM maps were made in the decade that Memfis refers to with a simple ellipsis :( 0 Share this post Link to post
bioshockfan90 Posted October 10, 2018 90s: hey, let's work together on a megawad and release it to everyone, this sounds like a cool idea! 00s: anyone wanna start a community project? the theme is 1024x1024, just submit whatever you want and i'll throw it in the final project 10s: endless community projects scatter doomworld, many of them doomed to last 7 months past their initial deadline with 26 applicants on the first page of the thread and 3 actual maps submitted. 2 of those maps get taken out of the final project due to quality control. 12 Share this post Link to post
Archi Posted October 11, 2018 90's: Memento Mori 00's: Scythe 10's: new vanilla compatible ultimate doom episode #15345234 3 Share this post Link to post
franckFRAG Posted October 12, 2018 On 06/10/2018 at 11:46, Memfis said: 90's: les portes sont cachées 00's: les portes sont visibles 10: les portes sont inexistantes Dragonfly has to identify himself :P 1 Share this post Link to post
Vorpal Posted October 12, 2018 90's: here's a map I made this week, enjoy! 00's: visit our webpage where our html guy compiles news about our 2 year long megawad project, we hope it gets a cacoward! 10's: here's a screenshot of a community-project-but-it's-actually-private megawad that we're teasing 8 years out from release! 3 Share this post Link to post
ReaperAA Posted October 12, 2018 90's: Dehacked partial/total conversions 00's: Plethora of source ports 10's: GZdoom, GZdoom and GZdoom (maybe zandronum too) 0 Share this post Link to post
seed Posted October 12, 2018 90s: Not enough enemies. 00s: Needs more enemies. 10s: Needs even more enemies. 0 Share this post Link to post
eharper256 Posted October 12, 2018 90s: Fireblu 00s: Fireblu 10s: Fireblu 2 Share this post Link to post
Sparktimus Posted October 13, 2018 (edited) 90s: "Let's see how well we can use these enemies!" 00s: "Lets create completely new enemies!" 10s: "How dare you put enemies on your map!" 1 Share this post Link to post
komojo Posted October 13, 2018 '90s: Random angles and clashing colors '00s: 45/90 degree angles with brown bricks and metal '10s: Thoughtfully constructed angles with artistic colors 1 Share this post Link to post
muumi Posted October 13, 2018 Pardon reverse order: 10s: kinda fun gameplay 00s: sucks 90s: sucks but its 'classic' 0 Share this post Link to post
SiFi270 Posted October 13, 2018 90s: Same playpal. 00s: Playpal slightly adjusted to make shades of blue more pretty amongst other colors. 10s: Completely new playpal. 0 Share this post Link to post