Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
dobu gabu maru

Name a single distinctive trait from each decade of Doom mapping

Recommended Posts

Hey, so this could be fun: For the 90s, 00s, and 10s, can you name a single mapping trait that exemplifies the style of each decade? Just curious how many different types of answers we'll get.

Share this post


Link to post

90's: i don't really know

00's: Borders, borders and even more borders

10s: Simple and clean

Share this post


Link to post

90s: That one Head Like a Hole NIN midi

00s: Zdoom maps with that default yellow fonted ACS script that prints text to the screen.

10s: Mods mods mods!

Share this post


Link to post

90s:

Gothic

2000s:

Cleaner

2010s:

Eccentric

Edited by Ed : Wordy

Share this post


Link to post

90's: recreational creation of your own house in wad format

00's: crazy features, also slaughtermaps

10's: custom palettes (especially slaughtermaps)

Share this post


Link to post

90 : Cool vanilla tricks !

00 : More detailed maps

10 : Lot of GZdoom stuff which make Doom a totally different game.

Share this post


Link to post

90's - Let's see what we can recreate in doom!
00's - Lets overdetail a map!
10's - ...on second thought, let's not overdetail a map, tis a silly thing to do

Share this post


Link to post

90's: Startan ftw

00's: Startan is ok

10's: No way in hell I'll put startan!!!

Share this post


Link to post
4 hours ago, Linguica said:

1990s: Can't Have Detail

2000s: Needs More Detail

2010s: Needs Less Detail

 

lol true.

 

Though to be honest, is there even such a thing as too much detail? Could one not argue that there is a difference between "too much detail" and "ugly detail"? What exactly is too much detail?

Share this post


Link to post
15 minutes ago, hardcore_gamer said:

 

lol true.

 

Though to be honest, is there even such a thing as too much detail? Could one not argue that there is a difference between "too much detail" and "ugly detail"? What exactly is too much detail?

Too much detail, to me, is when you can tell a mapper blatantly favors looks over gameplay. There's nothing wrong with having a good looking map, but most likely, the people who load up that map are going to expect a good looking map that also plays well.

 

Could also refer to when something is just tacky. Like when a room looks like it just has too much going on. Hard to articulate exactly what I mean, but maybe when something tries to be complex just for the sake of it and just ends up looking too complex.

Edited by Sparktimus

Share this post


Link to post
46 minutes ago, hardcore_gamer said:

is there even such a thing as too much detail?

 

If the detail doesn't add anything to the level, especially if it interferes with the gameplay in any way, it's too much. Gothic99 is probably the most famous example of this. The excessive detail doesn't even look that good and most of it adds nothing to the levels. It is also almost completely unplayable as a deathmatch set due to getting caught on walls and trouble moving efficiently on the floors' 200 billion height changes.

Share this post


Link to post

90's: Dimensions of Time

00's: Community Chest 3

10's: Coffee Break Episode 1

Share this post


Link to post

can't claim to be an expert in any of the eras since I've never spent that much time exploring what the community outputs, but my memory of the 2000s is definitely characterized by lots of rectangles, "safe" and/or generally uninteresting gameplay, and borders on everything. something like Ultimate Simplicity is therefore pretty representative of what I think of when I think of that era. this is not necessarily to downplay the quality of Ultimate Simplicity or anything else like it, but releases in the last few years have really shown me how much more fun and beautiful the game can be than what I thought was possible a decade ago

Share this post


Link to post
8 hours ago, Linguica said:

1990s: Can't Have Detail

2000s: Needs More Detail

2010s: Needs Less Detail

 

8 hours ago, Myst.Haruko said:

90's: Yay, mazes and corridors!
00's: Maybe we should use less of them?
10's:Do not dare use any mazes and corridors, it's unacceptable. 

 

5 hours ago, Roofi said:

90 : Cool vanilla tricks !

00 : More detailed maps

10 : Lot of GZdoom stuff which make Doom a totally different game.

 

4 hours ago, leodoom85 said:

90's: Startan ftw

00's: Startan is ok

10's: No way in hell I'll put startan!!!

 

So, if everything is ultimately cyclical, perhaps the 20's will be looked back on as:

 

Detailed 3D Startan mazes ... woo!

Share this post


Link to post
8 minutes ago, Pegleg said:

So, if everything is ultimately cyclical, perhaps the 20's will be looked back on as:

 

Detailed 3D Startan mazes ... woo!

You forgot portals and maze models with the latest PBR technology

Share this post


Link to post

90's Trying to avoid Visplane overflows!, Master levels, TNT, Plutonia, Memento Mori, etc

00's The freedom = From Boom to Zdoom! First Doom Odyssey.

10's Mega Projects!

20's Second Doom Odyssey?

 

90's, 00's and 10's = pcorf!

Edited by pcorf

Share this post


Link to post

90's - Maximum Doom levels

00's - Community projects from many forums that were alive back then

10's - Art

 

13 hours ago, rdwpa said:

(If there was a CC5 today, and it had standards for entry, rather than first-come first-serve, I'd expect the quality to have a much higher floor than in previous iterations.) 

Whoever does MAP17 better do Andy Leaver's style very well then since I know he's retired from mapping.

 

OMG 3000th post

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×