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dobu gabu maru

Name a single distinctive trait from each decade of Doom mapping

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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!

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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. 

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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.

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90's: deathmatch is supported in most single player maps

00's: separate map packs are created for deathmatch

10's: ...

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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

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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

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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.

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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.

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‘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)

 

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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 by rabidrage : Typo

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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 :(

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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.

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90's: Memento Mori

00's: Scythe

10's: new vanilla compatible ultimate doom episode #15345234

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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

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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!

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90's: Dehacked partial/total conversions

00's: Plethora of source ports

10's: GZdoom, GZdoom and GZdoom (maybe zandronum too)

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90s: Not enough enemies.

00s: Needs more enemies.

10s: Needs even more enemies.

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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!"

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'90s: Random angles and clashing colors

'00s: 45/90 degree angles with brown bricks and metal

'10s: Thoughtfully constructed angles with artistic colors

 

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Pardon reverse order:

 

10s: kinda fun gameplay

00s: sucks

90s: sucks but its 'classic'

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90s: Same playpal.

00s: Playpal slightly adjusted to make shades of blue more pretty amongst other colors.

10s: Completely new playpal.

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