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Clusterone

Technical Difficulties

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So i'm making a wad for Doom, finally decided to pick up mapping. It will be the second map i've made and decided if I posted on here, I would have some incentive to finish it unlike the other unfinished wad's i've made.
Now, i'm still newish to mapping so it may suck, but the more critisism the better.
So, for now i'm going to post pictures and keep people updated. :)
Btw, Doom 2 vanilla wad, replaces M01.
http://i1291.photobucket.com/albums/b556/Orion_Parfrey/DB2MAPoverview_zpsb05d174f.png
http://i1291.photobucket.com/albums/b556/Orion_Parfrey/Screenshot_Doom_20131216_224847_zpsb1ea67b6.png
http://i1291.photobucket.com/albums/b556/Orion_Parfrey/Screenshot_Doom_20131216_224916_zps6869f78c.png
http://i1291.photobucket.com/albums/b556/Orion_Parfrey/Screenshot_Doom_20131216_225117_zpse76537d4.png
http://i1291.photobucket.com/albums/b556/Orion_Parfrey/Screenshot_Doom_20131216_224933_zps2fa2be1b.png
http://i1291.photobucket.com/albums/b556/Orion_Parfrey/Screenshot_Doom_20131216_224840_zps93491811.png
http://i1291.photobucket.com/albums/b556/Orion_Parfrey/Screenshot_Doom_20131216_225015_zpsbf0c59ca.png
http://i1291.photobucket.com/albums/b556/Orion_Parfrey/Screenshot_Doom_20131216_225110_zps1e495126.png

PS, I haven't finished texturing everything, and the map will be a lot bigger and longer than what you can see in the doombuilder preview. This is just what I have over the last 5 hours. (Yes I know I map slow, i'm new still and had a lot of issues with Zdoom in Hexen format >.<)

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Keep at it! Looks okay. At least for a newbie and 5 hours of work :) Perhaps a brief word of advice if I may: I can see you are fond of square rooms - and perhaps even squares in general. Try messing with some other shapes or just some odd diagonal lines. Squares aren't bad, but sometimes an odd shape can force you to make another more difficult design decision, which raises your skills. At least, that's how I see it. Perhaps it's worth keeping in mind as you get more and more skilled.

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Thank you for that. :) Like I said, I still have a lot of texturing, and editing to do, plus a lot more sectors before it looks "good" in my eyes. :)
And thank you for that, that helps a lot, to be honest my roomate told me the same thing, I have too much symmetry he said, so I started making rooms look broken and non symmetrical. Yes I won't lie though, I love the square rooms for some reason, not sure why. But I am definetly going to change up the room shapes a lot once I go back to work on it. :)
I want to start mapping enough to get good at it, and make some maps for some community projects as well.
Also forcing myself to do this is excellent practice for what i'm going to college for, so i'm going to do it as best as I can. :)
But i'll be releasing more pics, and possibly a WIP version of it to test out a little bit later, than edit from the comments of people and try to fix the things that need to be. :)

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Well, honestly, I have a notion that you are only fond of the squares because you're not that experienced yet. They are a lot easier to deal with in something like the texturing department that those odd shapes. I'll bet that once you are better, you will gradually move more and more away from them. But then again, there are levels out there which look stunning and are mostly made out of square structures! So, it can be done no doubt about that. And basically it's really just a matter of "whatever floats your boat" :) Do as you please and see where it takes you. This old dog is just too biased to know any better! :)

Edit: The above message must be read with caution: Beware of conflicting statements!

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Yeah which makes sense, I started working on my map again and stopped with the squares, while the shape's I made were by no means "pretty" I'm trying to move away from only squares because I don't want to just be doing the same thing over and over again and need to challenge myself a little. :P
I've been playing Doom since it came out and need to finally get off my ass and learn to map properly haha.

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If you have a theme to your levels, it can make it a lot easier to add detail to the rooms and get away from the simple squares.

For instance, if it is set on a small outpost in a hellish world (just a quick idea from looking at your map), you could add computer terminals along the walls, to break up the big empty spaces. The shotgun chamber is a nice simple detail, adding more elements like that will help it look more interesting.

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Yeah the theme I was going for was a college/science lab at the edge of hell to study it type of thing, so i'm building it based off that. :)

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