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Crunchynut44

Large Sectors

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I have most things mastered in DB2 going from lighting to detail, traps and so on yet there is just one problem that I have had for the entire time I have been mapping. I have absolutely no idea what to do when I have made a large sector. Just say I put 2 spider masterminds in this sector but then im stumped, I have no idea what I should add as detail, Maybe you can help me?

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Pillars. Big rooms need big pillars to support the big ceiling. Unless it's an open air stadium, where you can add a bit of heigh variation for little hills. Platforms for things like altars work too, or if it's thematically possible lava with little ash/stone islands.

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just look at other wad that have large sectors that appeal to you and study those. (can't think of any off hand)

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Add height variation in the middle, even if it's only on the ceiling. Try varying the flats used - don't just have one for the floor and one for the ceiling.

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Add some obstuctions (rocky outcrops, small buildings, monumental arches, ruins, etc.) that fit in with the map's theme and give the player someting to cower behind.

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Don't worry about detail. That will come to you in time as you get more experienced. Instead focus on making interesting layouts to fight in.

Stat with imagining a setting of game play in Doom that appeals to you. Then build it. Review what you did. Maybe show it to a few people and see what they got to say about it. Don't be afraid to be criticized.

Reflect and try again.

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Put some cover for the player if you're gonna place spiderdemons in a wide open area.

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For me big spaces take a lot of planning. I can sometimes do up to four different variations before I come up with something that I like, usually borrowing the best idea from each variation and applying it to the finished product.

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Starke Von Oben said:

For me big spaces take a lot of planning. I can sometimes do up to four different variations before I come up with something that I like, usually borrowing the best idea from each variation and applying it to the finished product.

This. Although I haven't ever really finished a map yet, I still screw around with the editor. Sometimes I go through 5+ prototypes of a room before I get it right.

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