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LamaRoux34

What is your favorite types of Maps ?

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Just a quick question for everywone, what is your favorite types of maps or Wads ?

 

Large maps, small and quick maps, "horror" maps, teck-bases, hell-like levels, adventure/exploration maps, combat-heavy maps, "experimental" maps or any other I didn't write ?

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Any map with any idea where the author has bothered to make it clear and accessible enough for the player so that the idea is visible to the player as well, not just the author. In doing so, the map was able to prove itself and grab my attention from the very beginning and hold it until the very end. The longer the map is, the more difficult this task will be for the mapper.

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Like not big maps, about 10 minutes of gameplay, mostly technobases hehe. Love when author try to do some experiments in the map, maybe some new kind of gameplay or interesting gimmick. And I really hate mandatory long platforming sections. I even love grind type wads from time to time. That's why I beat half of Grindfest.

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Adventure / exploration, definitely. Lost Civilization comes to mind! I'm also really sensitive to themes and atmosphere. As for the gameplay as soon as it's fair I'm okay with it, whether it's a big or small map. As for the themes I like you name it: nature, cyberpunk, city and more...

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I like small to medium size maps.

Huge maps are too big for me, and generally feel less like a Doom level and more like it's own "game".

 

I also love horror themed, but mostly because I love attention to design (and good horror media has that dialed in as a primary focus).

 

I like both tech-base and hell designs, when done well. (As always, good graphics mean less than good gameplay. See also: Zork I.)

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I tend to like smaller maps, not too difficult, but with interesting ideas. They don't have to have perfect combat, maybe they could even be a bit wonky - but so long as there's at least a nugget of an interesting idea, I'll probably enjoy it.

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i generally like playing short punchy maps, like the stuff you find in Crumpets or even AUGER;ZENITH ; i don't have a lot of time to play doom usually, so being able to binge a ton of small action-packed experiences works perfectly for me. im not very picky design-wise, but i tend towards maps with a good balance between atmosphere and gameplay.

i like my doom maps like i like my soda cans: small, to-the-point, and full of demons.

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Posted (edited)

big mysterious levels I can fail at in a variety of ways and return for another attempt the next time I think of it

mega anti-magnum opuses n stuff

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@LamaRoux34 The perfect map for me follows the Lost Civilization WAD (Download) Principal. 

 

1.  Make it look as real as possible to whatever it's supposed to be.  A Pool make it feel like you're at the Pool.  If you're on Mars make it feel like that.

2.  Crushers to aid in Combat situations one thing I love as it adds another dimension to combat.

3.  All 3 Keys (or more), No Lock Out Secrets, Non-Linear.

 

This is what gives me the most enjoyment, and I feel Lost Civilization and Eviternity both hit this balance perfectly.  

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i have a really big interest for compact, enclosed tech base levels or space levels

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Ambiental maps, dark or with a lot of work in the visual style, always with a good gameplay obviously.
And in theme of the maps.. hmm, i think alien spaces, hell caves or dungeons :)

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Big levels that manage to retain my attention throughout. Generally not a fan of maps that take me 5 or so minutes to beat unless it's the first map in a set.

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Big, good-looking and mysterious maps that you don't finish the first time. But i also like hard combat maps with nothing but fighting like Perfect Hatred for example.

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Ones that focus on fun rather than being ball busting hard. Also I'm a bit of a massive sucker for winter or heaven themes. <3

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If its original and alot of people know about it, I tend to try to memorize the map.  Tech Gone Bad for example.. it was hard to remember but worth it.

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Short but slightly rough maps for me. I don't mind meanness if it's learnable. Essentially basically all of Plutonia that isn't Impossible Mission or Tombstone really hits my sweet spot.

I also like the shorter end of Skillsaw-esque push-forward knockabout combat maps, stuff that keeps you moving as it assaults from all sides and leaves no real safe spots.

I'd even enjoy slaughter if the trend there weren't to make maps that are literal hours long. Tough is fine, as long as there's an end in sight and always appears plausible.

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Adventure, though quite action-packed. Difficulty doesn't have to factor in mostly. 

 

Someone mentioned memorizing which I like to do but I rather lack the time for it with my priorities

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I like large, exploratory maps with heavy combat that are non-linear to some degree.  

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15 hours ago, LamaRoux34 said:

Large maps, small and quick maps, "horror" maps, teck-bases, hell-like levels, adventure/exploration maps, combat-heavy maps, "experimental" maps or any other I didn't write ?


Yes.

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Like most other things depends on my mood and sometimes I'll switch genre completely for a while for no other reason than my brain demands a change.

 

If I'm in a particularly bad mood, nothing's quite as cathartic as a good slaughtermap and some OP weapon mods.

 

Overall I don't need near quadruple digit monster counts to be interested, and even prefer maps a bit more on the bite sized side of things. If I had to place a time, in the 5-15 min range at a fairly average pace of play.

 

Which really, is most maps that aren't the end levels of major megawads.

 

I can appreciate the grandeur of the real detail heavy, finely architected marathon levels, and the truly epic slaughterfests, but I'm a lot less likely to replay them any time soon. If I've been playing a lot of Doom lately and my skill plateau is at a higher level than normal, I'll push myself with some of the real hard hitters. But generally, I don't play Doom to feel THAT frustrated and so will stick to shorter and less relentless stuff.

 

Encounter design wise, I'm fairly fine with both arena styled and a more organic, "random encounter" kind of combat, the latter seems harder to get right in a "fun" sense from what I can tell in my personal mapping efforts... 

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I like the maps in the style of the first episode of Doom 1. Also horror and experimental maps.

 

And I would really like to see more maps in the style of gothic temples and demonic churches made of red stone

 

 

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i like maps that try immersing you into it's story and setting. i never liked maps that were purely for gameplay only. i like shortish adventure maps where you navigate interesting locations, especially unique ones outside of doom.

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Anything hard and tries to be something new. I’m kinda tired of piss easy crap and wads that try to rip off the original games. After all, it has been 30 years, people can do more stuff than just rehashes and techbase. Magnolia, Dance on the Water, Wormwood V, and Jumpwad come to mind that I played recently and loved.

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i like maps with linear progression where all enemies all just fodder demons like zombies and with too many rockets and/or cells, way more than you'll actually need lol
as for theming, i really like maps that center in or around one (or many) central structure(s), like a tower or something. an example that comes to mind would be map 2 of Crumpets
 

Spoiler

doom05.png.e14e23f5c4b8a83b52804e243dc8fbbd.pngdoom04.png.6703dd56a1966d64d10b362aa68313a1.png

 

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Depends what mood I'm in. Sometimes I want a short popcorn maps like in Scythe 2. Sometimes I want challenging combat puzzles like in Swim With the Whales. Sometimes I want to go on an adventure with maps like those found in Epic 2. I think for me more than anything its about atmosphere. If a mapper nails the tone they're going for I'll probably like it.

 

 The only maps I tend to not vibe with are maps that rehash the themes of the original games - but even then there are exceptions. I love Abscission and Base Ganymede. Straight nostalgia bait doesn't do it for me though, I guess because I didn't grow up with the IWADS and don't have as strong a fondness for them as others do.

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