Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Grungo

What is your favorite spefic detail/ room thingie in doom wads?

Recommended Posts

Grungo like barrack style rooms where there are individual rooms with beds and doomcute, and potentially goodies and secret doors and vents inside

 

always makes grungo excited

Share this post


Link to post

My favourite aesthetics of maps are wood-paneled libraries (e.g. Doom II MAP27) or bricked, hellish temple-like structures (e.g. Freedoom: Phase 2 MAP25), there's something about those I find strange but awesome.

Share this post


Link to post

I like having window views into mountain vistas, ocean horizons or anything that makes the map feel bigger than it really is in a panoramic sense.

Share this post


Link to post

I like walls. Big walls, small walls, tall walls, short walls, round walls, flat walls, I like them the way they come. What makes a wall immediately more appealing is when it is dressed up with a nice tiling texture. Though I have no issues with a bit of textured relief on the walls as well, that's nice too.

 

I usually do not enjoy windows, as they take up valuable space that more wall could occupy (and it confuses me when getting a nice glance of the wall's top side on the automap). In a similar manner I also do not care for doors, unless the explicit purpose of the door is to open up to reveal more walls. It is quite simple really.

Share this post


Link to post

midtexture hackery to make fake 3d things (e.g. bridges, support beams, grated floors)

Share this post


Link to post
Posted (edited)

I like when important items are put up on some kind of pedestal. Not even necessarily a really elaborate one, just something to make the item stand out a bit. Also very helpful if there's a lot of monsters whose corpses might obscure said item (I'm looking at you, Cacodemon)

Share this post


Link to post

Doomcute is definitely high on the tier list, especially when we're talking architecture (I do adore boxy sector cars, though). Aside from that I find environmental storytelling to be one of my favorite parts of any kind of level; if you give my a shotgun, I'm happy, but if I nab a shotgun off a dead marine in the middle of a bunch of demon corpses, I'm thrilled.

Share this post


Link to post

I like 16/32 tall textures being used as a fake 3D floor. The simplest example is using it to block a door, or make a cross tombstone in a cemetery

Share this post


Link to post

Liquid textures on ceiling, makes no sense, but looks so cool af. 

Share this post


Link to post
1 hour ago, Misty said:

Liquid textures on ceiling, makes no sense, but looks so cool af. 

 

I know, right?!

Spoiler

monstaCloset.png.844848dae892b2afb7574fb40c7c4d00.png

 

Share this post


Link to post

Strange Random clutter, such as UAC Crates randomly stacked in the center of an open room with the lighting bright over them slowly fading outwards into darkness. slightly creepy looking but satisfying.

Share this post


Link to post

Ceiling grates.  Especially when they have a cool pattern.  Lamps, candles, and other light sources with multi-sector flickering lights.

Share this post


Link to post
7 hours ago, Misty said:

Liquid textures on ceiling, makes no sense, but looks so cool af. 

I remember watching Cappellan play through (one of my favorites of his) Demonfear and remarking that he made Map02's ceiling the brown liquid texture so that it would look like a dark night sky. He said it works on low resolution CRTs but looks a but crap today. I can't help but disagree with him though, I love it!

Share this post


Link to post

I really love flickering sectors with ceiling lights. They just always look good to me

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

×