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Koko Ricky

The art of mapping

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This is just a little rant that's been on my mind lately. I think mapping for Doom is, in a strange way, a form of art. It's easier to say that for modern incarnations of games like Quake and Unreal Tournament due to their extremely sophisticated engines, but there's something different about maps made for Doom. Lighting has to be done manually, and there's only such much you can do architecture wise, seeing as so few ports support...fuck I'll finish this later.

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I guess it can be an art (but anything that takes skill and leaves a directly human-made product can), or at least the activity has artistic qualities, but no, it's more of an "engineer's" job.

Same thing goes for maps for newer games; and the fact that their engines are more "sophisticated" doesn't add artistic elements. What, computer edited graphics are more artistic than pencil sketches?

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I don't really find the distinction important, as I can't see what can usefully be derived from making it.

But yes, mapping clearly involves significant artistic elements, amongst others.

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I like r's point of view on this. He thinks it is an art for sure. He thinks I am the greatest dm mapper ever and considers me an artistic genius in that respect. I think he might be taking it a bit far there, tho. :P But I would agree with him, that making maps is an artform and requires a certain artistic talent and developed skill. It requires lots of spacial dynamics considerations. Things have to have a nice proportion to each other to have pleasing architecture and layouts. Well, that's what I think on the subject.

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