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Tashman

What are the Core Fundamental rules of Deathmatch mapping?

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G'day, what are the core fundamental rules that designing the layout/item placement of a deathmatch map should try to follow? (Aka What to avoid at all costs, how a levels layout should aim to be, what makes a genuinely fun map.) Working on my first Doom project, a themed Deathmatch Megawad and looking to make sure all maps in it follow a core design ruleset that ensures they are as fun as possible. looking to compile all these suggestions/rules as things to follow and make sure my maps do & not do. want the most fun map design possible!

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9 minutes ago, maxmanium said:

Need any playtesters? *wink*

for sure soon. biggest thing is that i want to keep the map-packs theme a relative surprise before i put out a finished set. i won't say anything in particular but the deathmatch set is following a very specific theme for the mapset (think along the lines of how pirate doom commits to it's pirates & high seas aesthetic.) I don't think what i am doing has been done before.

Spoiler

I'll explain in DMs if you want to do testing.

 

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4 minutes ago, Junksta said:

for sure soon. biggest thing is that i want to keep the map-packs theme a relative surprise before i put out a finished set. i won't say anything in particular but i the deathmatch set is following a very specific theme for the mapset (think along the lines of how pirate doom commits to it's pirates & high seas aesthetic.) I don't think what i am doing has been done before.

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I'll explain in DMs if you want to do testing.

 

 

Oh, trust me, I understand. Yeah, you can DM me about it if you'd like. I'm more accustomed to vanilla-style stuff but I have no qualms testing stuff in Zandronum or whatever.

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