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UninvitedGuest

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  1. UninvitedGuest

    A question about mapping

    Couldn't have put it better myself :) Also, thank you to everyone that has contributed so far! I am truly grateful.
  2. UninvitedGuest

    A question about mapping

    I think that counts as a concept :). If not, then perhaps in my ignorance I asked the wrong question... Anyway, thank you very much for your insights TheOrganGrinder :D
  3. UninvitedGuest

    A question about mapping

    Thank you for everyone's replies so far, they've been very interesting and very informative :) My apologies :( I'm not judging anyone, just curious what opinions exist, so when I play a map I can not only recognise the mapper's intentions, but I can also communicate those intentions to other people. Not looking for essays here, just the names of the techniques, concepts, and design tropes that exist within classic Doom mapping. Once I know it's a thing I can research it myself. Sorry for the misunderstanding. I do appreciate your feedback Nine Inch Heels.
  4. UninvitedGuest

    A question about mapping

    Hello everyone, I recently read Not Jabba's excellent dissertation The Roots of Doom Mapping (thank you for your hard work Not Jabba). I'm now curious to learn more about Doom level design, but first I think I should find out what techniques (such a material texturing), concepts (such as map flow), and design tropes to look out for when playing maps, as well as the language which level designers and players use to communicate these ideas. After a bit of searching online I couldn't find a comprehensive source for all this information, so my question is this: What techniques, concepts, and design tropes form the bread and butter of Doom level design? I'm interested in answers from all schools of level design, and even historical answers that have fallen out of fashion, but with a particular focus on the ubiquitous or influential, since otherwise I imagine there'd be just too much to cover. I hope this is the correct forum for this post, since I'm not asking about specific wads/mods, nor am I asking how to actually implement anything in an editor, I assume Doom General is the correct place. Also, I hope I'm not being too presumptuous to ask this question in the first place. Have a nice day :) UPDATE: I hope nobody minds, I've decided to put everyone's suggestions together in one place so it's easier to see at a glance. I will also add any new contributions as they come in assuming nobody objects. Thank you to everyone :) Concepts map flow — degree of freedom of movement within a map, as well as interconnectivity clean texture usage — e.g. no misalignment, no clashing textures/colours engaging encounters — self explanatory, ideally takes advantage of the multitude of different ways to set up enemy encounters (e.g. use of teleporters, timed ambushes, use of environmental hazards like damaging floors and crushers), avoid cases where a fight feels just like a previous one (but is merely bigger in scope) encounter types: - incidental — some stuff here and there so you have something to shoot while exploring - setpieces — usually a bit more difficult than the rest of a map, the final fights of a map are often setpieces of some sort - traps/ambushes — kinda self-explanatory - for example's sake: pick up an item, stuff appears and wants to murder you - "slaughtery" — not to be confused with slaughter™, usually involves smaller or medium sized packs, often with ample firepower on the player's side for fun - slaughter™ — large amounts of monsters, often hundreds or thousands in a single fight, requires heavy firepower, and decent strategies to be survivable - challenge — basically a slaughter™-offspring but usually with less monsters than a slaughter-fight would have. Often very focused on a particular trope, and usually harder than most other kinds of fights, due to either being tight on resources, employing unusual gimmicks, or both spartan — very little visual detail. Not necessarily a bad thing, simply refers to minimalism in detail compatibility — which ports can and cannot play the wad, and how the wad is intended to be played visual language — think about what you're telling players. You are establishing rules and motifs and patterns, you are foreshadowing future events, you are providing them with all sorts of information conveyance — not knowing where you're supposed to go is one of the most exhausting things as a player, it saps your enthusiasm quickly, but not conveying what something does isn't necessarily bad if you get a decent effect out of it environmental storytelling colour coordination — using colours aesthetically well (and ideally not copying existing designs as this can get monotonous) Techniques material texturing — thinking about maps as containing structures made out of one material, that intersects with structures made out of a different material; as opposed to just shapes plopped down, and then textures used as mere wallpaper height variation — a world that is too flat is boring, on the other hand poorly thought out height variation can hinder player and monster movement, and thus getting in the way of enjoyable combat monster placement monster group composition detailing Design Tropes rectangular rooms — bad if they are plain looking, with no interesting visuals, such as sprite decorations, a skylight, a pool of blood/water/nukage, an alcove with a different set of textures (i.e: a green marble baphomet texture in an alcove of a square room with wooden textures), a window that lets the player look at another area of the map, which might be an outside area with a sky texture, a previously visited area or an area which the player can visit misaligned textures — generally considered bad bottlenecks — cramped spots where the player or enemies get stuck resulting in some boring combat before progressing backtracking — continually revisiting the same area of a map before exiting, often to the point of boredom if this term is being used platforming logic puzzles vantage points
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