#classic-doom-maps-mods

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unreal oyster
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As long as it's got effort put into it I'll give actual constructive criticism, I swear :P

severe seal
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Definitely effort ๐Ÿ˜„

vocal crypt
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@inner zealot , changed the startup title thing to have colors to reflect that Zelda title picture thing.

vocal crypt
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Anyone know the bulletpuffs PB/BD use?

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or names

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eh nevermind

inland ice
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If anyone would like there mod on my forums, just dm me with the mod and proof that it's yours

inland ice
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I will gladly upload it myself

haughty flower
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eh.

hallow wraith
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Does anyone have any tips on good level design... I want to make a doom wad for the first time in forever

haughty flower
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don't make anything too blocky

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and narrow

hallow wraith
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I haven't made one in a long time

haughty flower
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also make sure you use a ton of textures and not the same one all the time

hallow wraith
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I have trouble making my levels flow well and coming up with a creative level design

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and Balancing it out and curving the diffuculty properly

haughty flower
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hm

hallow wraith
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I try to imagine the whole level i want to make but my mind stalls sometimes

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My mind stalls and then i can't think any creative ideas

unreal oyster
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@hallow wraith which format do you map in?

hallow wraith
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Zdoom in Hexen format mostly .... but sometimes Gzdoom UDMF because i can scale textures in UDMF

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Sometimes Zdoom in Doom Format too

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I know how to do basic ACS and Decorate

unreal oyster
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i'd say it's best to start with Doom format if you are having issues creating a layout

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Doom format means you end up focusing more on the layout than ZDoom features

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which is important when you're starting out

hallow wraith
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Ok

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Im good at detailing rooms ... im just not as good with level layout

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Is it better to make one complete room at time or make all the rooms then detail them?

hallow wraith
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Im trying to come up with a layout

vocal crypt
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Anyone know good "replacements" for the vanilla bulletpuffs?

haughty flower
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make it so everytime you shoot a wall it just creates an actual small hole in the wall

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so eventually you can shotgun your way through a wall to another room

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or shoot out of the map

vocal crypt
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so, no, there isn't.

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@haughty flower

haughty flower
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idk

warped rampart
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The BFG 9000

ornate stag
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in snapmap is there a way to read out the scoreboard?

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like readout the number

remote spade
severe seal
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Excellent.

half adder
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I noticed everyone uses the Doom 2's first level outside area for testing purposes lol

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i thought I was just doing that cause i was lazy

vocal crypt
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well it's one of hte few levels with a open area

half adder
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yeah plus its like super easy to get to

unreal oyster
vocal crypt
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but, it's got ugly textures! /s

half adder
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I'm probably gonna use that one from now on, I kinda wanted to go look for a test map

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thanks @unreal oyster

inner zealot
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It's not that hard to make a big open map

half adder
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it isn't and I considered doing it a couple times but never bothered cause doom 2's map 1 kind of just served my needs well enough

inner zealot
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Oh, also

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Does anyone have any recommendations for Linux Doom tools?

half adder
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plus sometimes I also want a smaller room for testing certain weapons that say, bounce off walls or whatever

unreal oyster
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@inner zealot SLADE 3 is the only one really worth considering

inner zealot
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Any dedicated mapping stuff?

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I've been thinking about running GZDoom Builder in Wine

unreal oyster
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SLADE 3 has a map editor which is pretty comprehensive

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and GZDB isn't compatible with Wine

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you'd have to use a VM

inner zealot
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Ah

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At that point I'd be better off just doing the mapping on the other PC, then

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Really only moved over to this machine because GZDoom kept crashing on that other PC.

unreal oyster
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yeah, the issue is that it uses DirectX

vocal crypt
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not OpenGL?

unreal oyster
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i think ZZYZX (who maintains GZDB-BF) was planning to do an OpenGL conversion at some point, but that's a huge undertaking of course

inner zealot
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I guess that only leaves figuring out how to use GZDoom on Ubuntu

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I'm still a novice at working this damn thing

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Need to make up for lost ground with Zelda Doom

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At least get a titlemap done, or something

remote spade
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What.

shadow bone
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For what it's worth, I've gotten GZDB loading in Wine. Haven't tried to do anything with it yet, but it loads fine and seems functional.

unreal oyster
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it loads fine until you create/load a map

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then it crashes instantly

shadow bone
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Well, ignore my comment then ๐Ÿ˜†

lavish hollow
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@inner zealot if you ever need motivation, just think about how you could be the fourth dead Zelda doom project

inner zealot
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That will not happen.

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I will break the cycle.

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The curse must be broken

hallow wraith
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I keep running out of ideas for my map after the first few rooms

severe seal
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@hallow wraith Classic or snapmap?

hallow wraith
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Classic

haughty flower
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@hallow wraith usually when i'm out of ideas i just start drawing a layout on paper, from there on out i make it in GZDB, and add gameplay and decoration etc

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it works

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for me. :p

hallow wraith
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Draw random shapes?

severe seal
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Try thinking through all the tricks in Doom 2, different types of encounters... think about contrast between rooms, heigh differences, what triggers are available (floor, ceiling, lift, door, etc.)

haughty flower
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or that

severe seal
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I built something in my map that I'd never seen before, and it only came about through a series of accidents

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I don't think I executed it as well as I could have though so I'll try again ๐Ÿ˜„

inner zealot
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Hell, you can even sketch maps out in MSPaint

hallow wraith
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I feel like i need to plan my map down to every room, encounter, effect, and little detail in one sitting or else it will end up bad

hallow wraith
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Am i overthinking this?

haughty flower
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just work on a basic layout

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make the rooms first and all

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then go with decorations, monsters, secrets, weapons etc

unreal oyster
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generally my process is, i draw out the starting area

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and then i kinda think "what could i do to add on to this"

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and that's kinda where i decide on the general theme

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for example, my current WIP map is a small techbase surrounded by caves and mountainous areas

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(or, at least, as close as you can get to mountainous areas in doom format ๐Ÿ˜›)

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and then i kinda just start drawing out areas, importantly making sure to leave room for later expansion

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i think it's important to think of your map not as a map, but as a combination between a map and a 3d structure

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a whole lot of a map is how "believable" it feels

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i can't really "believe" in a map that's just a series of shapes strung together, even if the encounters are really good

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the best maps have this feature to them where you can truly believe that this place could exist in some universe

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even if the purpose of the place isn't particularly obvious

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like, take ancient aliens for example - i can believe that the world of ancient aliens could exist somewhere in some other universe, because of how "natural" the layouts feel

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they flow into themselves and have believable shaping, and they feel like something has built them (in the case of buildings) or they feel like these places occured naturally (in the case of natural areas)

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the easiest way to do that imo is to combine inside and outside areas

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buildings in real life are never closed in and cut off

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they have windows and doors leading to the outside of them

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and that lends itself very nicely to map design

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it's very easy to add some outside areas to your maps and it adds a lot to a layout for not too much effort

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the current Joy of Mapping session is in testing phase so you won't be able to submit a map until the next one, but it's definitely a helpful session imo

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(course, i'm biased because i'm a moderator of it but shhhhhhh)

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if anything, there are many mapping veterans who can give you really good, helpful advice

umbral sail
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@unreal oyster your map looks nice

hallow wraith
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What makes a good encounter and How do i balance ammo and items good?

carmine badge
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well uh

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you first need to play a lot through doom and doom 2 in order to have a concept of a good ammo/monster/healh balancing in the first place

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for an example few would want to fight a cyberdemon with a basic weapon such as the pistol though wads like cyberdreams are an exception because you have other ways to defeat a cyberdemon

unreal oyster
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"good ammo/monster/healh balancing"
doom 2
lol

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i'd say it's much better to look to newer wads created by the community for that

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doom 2 is fucking weak compared to stuff the doom community produces nowadays

umbral sail
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^

carmine badge
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so when you're making an encounter, you want to first know where monsters should be placed: for an example imps can be placed both close and far to the player, so where you use them doesn't matter as they're 'universal' to some extent - they can melee and they shoot fireballs which deal a considerable amount of damage, so you can make them act like snipers or whatever
zombiemen (shotgunners and chaingunners) can be placed anywhere as well, they're deadly in combat wherever the hell you put them
however zombiemen with the rifles are least effective on a distance, which requires you to put them close to the player - they have a small health pool and barely wish to shoot when put at a distance. it is recommended to put rifle zombiemen in groups as they have small healthpools and only that way will they be a considerable threat once the player gets the shotgun
pinkies obviously need to be placed somewhere close to the player for pretty obvious reasons, and it is recommended to put a large group of pinkies once the player gets stronger weapons like ssg, rocket launcher, chaingun and on
hell knights/barons are basically buffed imps so they can be used alike, however overdoing them at any point in the wad (except if you go for a slaughter wad) will interest very few players and in order to make the fight fair, arm the player with shotgun/chaingun/ssg and give them a lot of ammo and health
cacodemons are also one of the tough to kill monsters so it's recommended that you arm the player with at least a shotgun before you make an encounter with these flying meatballs. later on in the wad, as the difficulty increases and the player gets armed with more weapons, then you can freely put 3-4 cacodemons in a room (obviously make it large and with obstacles that will provide cover for the player) but still, whether it's the 10th or the 20th map in the wad, provide enough ammo and health for the encounter

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when it comes to archviles, it's important that you don't make them an annoying encounter as in forcing the player to kill a shitload of monsters among with some of the tougher ones like hell knights, barons, cacodemons and so on and then unleash an archvile and provide no cover that will free the player of one of those magic things that archviles do and put on fire on the player that will eventually explode. so, provide a shitton of ammo and health for the player (as well as cover) before making an encounter with the archvile
as of the mancubus i think it's pretty obvious where they should and shouldnt be used, i mean there's not much to discuss so
as of the lost souls and pain elementals, like archviles, dont overdo them or else you'll annoy the player - speaking of lost souls, 2-5 in a small corridor isnt so bad, but more will be really fucking annoying. pain elementals shouldnt come in with groups more than 2 because at that point it gets annoying as fuck
when it comes to cyberdemons and spider masterminds, plan them as mini bossess and obviously provide cover, ammo and other important stuff. before you do this, obviously arm the player with at least a rocket launcher or a plasma gun.

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in order to plan out the basic encounters like challenging the player with basic monsters like imps, zombies and whatnot, you need to have a feel for those and im sure you'd catch it when you play through doom and its wads, its no real philosophy - however you need to drastically make the levels harder and harder as the player progresses through
when it comes to making secrets, finish the level first (gameplay, layout and all that) and then look through the map, find a few spots where a secret would come in handy (for an example if there's a big fight in the next room, make a secret room that would get the player past it, maybe provide a secret that would arm the player for the big fight or something else?) and when you're doing secrets be more creative - pushing through random walls is no fun, and it'll either degrade to extremely obviously placed secrets or extremely hardly placed secrets so, think up of other ways to access a secret area. maybe make a pass-through wall instead? make a switch on one side of the map that is hidden (not secret, just not really seen at first sight, hide it with like trees or something) and so that it opens a door on the other side of the map, maybe make a switch that will activate something via forcing the player to shoot the switch, maybe force the player to go through hazards (nukage, "cursed" blood, lava) in order to reach a secret area, and there's a lot of more creative ways to make a secret room too apart from all these examples i've mentioned

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when you're making a layout, make sure it's not linear (linear as in go run this hallway that'll lead you straight to the end of the map and include monsters on the way too) and make sure it's more unique in comparison to what you've done in the previous map - offer the player a choice: either go through this really long way to a room which doesnt have much monsters or much of a threat, or give him a choice to go through this shorter way to the same room but have a lot tougher encounters.
make sure that your map has more gameplay aspects than your previous one, because shooting the exact same monsters in the exact same kind of encounter like in the previous few maps will not interest the players at all

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when it again comes to the gameplay of the map, always make sure to throw in a few encounters once in a while which involve some deadly pits, hazards or crushing ceilings which will force the players to be more careful about their step and not making them run around the room in hopes to dodge the enemies' projectiles and whatnot.
if you want to make a labyrnth sort of a layout, then you need to have an idea of what you're going for inside your head first before you start making it. if you start off a labyrnth and have no idea where a dead end, secret or the end of the labyrnth itself will be, you probably shouldnt be making it in the first place

haughty flower
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Holy crab

carmine badge
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when it comes to decorating the map, you'll have to look at the newer wads because older wads (basically wads before 2000's) and doom/doom 2 itself dont have very nice visuals to offer. find the aesthetic of the map, stick to it until two or three maps later and dont hesitate to inspect other wads' decorations in the map editor you're using. here's a few things you should strictly follow whatever the hell you're doing:

  1. when you're using a new floor/ceiling texture, always make it have a different height than the previous floor/ceiling
  2. always perfectly align the textures on walls
  3. when using a new wall texture, use a support/doorstop texture to 'border' with it
  4. remember to make the doors use doortrak, check the 'lower unpeg' options (or upper unpeg if you want a door that goes down), and make sure the ceiling of the floor uses the flat20 texture
  5. decorations come after the layout is done, because if a layout turns out to have imperfections or you changed your mind yet still decorated it, you'll want to blow your brains out within moments
    that should be all, if you have more questions, feel free to ask
unreal oyster
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"cacodemons are also one of the tough to kill monsters so it's recommended that you arm the player with at least a shotgun before you make an encounter with these flying meatballs." i disagree with this tbh

vocal crypt
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Cacodemons are maybe tough if you're using a pistol or a regular shotgun

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but chaingun and above, wtf are you going on about

unreal oyster
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there's something to be said for placing enemies that the player isn't expected to fight

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place a bunch of enemies that the player has no chance of winning against in an area can funnel the player into the next area

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then at some point you lead the player back to the first area with more weaponry

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you don't have to force the player to fight enemies

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the opposite can oftens be used to great effect

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you seem to be saying a lot of absolutes in that huge post

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and i don't think it's ever good to think that there are a set of rules on exactly what to do

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and, this is complete bullshit "1. when you're using a new floor/ceiling texture, always make it have a different height than the previous floor/ceiling"

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and it looks really good - monotexture stairs there would look far duller

vocal crypt
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those crates have no textures inside?

unreal oyster
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that's intentional

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because the doom renderer lets flats bleed, that means you can hide things under the floor

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and you can't see any enemies

hallow wraith
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Thanks for the advice everyone

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Im still learning how to level design

unreal oyster
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since they've raised the floor up

carmine badge
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in short all you really need to know is just by playing doom and its wads, mainly wads if you're going for something more innovative than doom itself

vocal crypt
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why si the pistol custom, but not the shotgun?

unreal oyster
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because the shotgun doesn't suck in vanilla

vocal crypt
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is that a drum magazine, or something else on the pistol?

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Tho you're right, the pistol is ass in vanilla

hallow wraith
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@carmine badge What are some good wads to get inspired by?

carmine badge
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well, there's doom hell on earth made by sgtmarkiv (the guy behind brutal doom) which has a lot of interesting visuals and gameplay aspects, scythe 2 has nice gothic/hellish decorations among with very interestingly planned out monster encounters, deus vult 2 has nice visuals but the wad is mainly focusing on slaughter so you won't learn much gameplay wise from it (unless, again, you're going for a slaughter wad), tei tenga incident has a lot of visuals and interesting gameplay aspects as well, vanguard and valiant as well and there are a few more though i cant really remember them straight off the memory

severe seal
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Just want to chime in, I disagree with some of the points made by everyone ๐Ÿ˜ƒ I've worked as a game designer and programmer professionally, but I don't have much level design experience, so take with as many grains of salt as you want but.... I don't think the space need to be even remotely believable. I'm a huge fan of abstract design, and I think the capacity for it is one of the best things about early FPS games. Also I don't think that just making a nice layout and then figuring out monsters and secrets later is necessarily the right way to go, because IMO designs should be cohesively designed around ALL aspects of gameplay, which includes monsters and secrets. ex: Dedicated cages for chaingunners and arch-viles, lookouts with bonuses that hint at secret ways to get them, windows into inaccessible areas that allow sniping of enemies not yet triggered, etc.

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Visual fidelity is only relevant to the degree that it enhances the fun of the level, and ater a certain point it's just ornamentation.

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Some in the community seem to think levels with more elaborate visuals (complex insets with detail textures, gratuitous floor and ceiling height changes with 8 or 16 px border textures, etc.) are inherently better, IMO those details don't matter much compared to the gameplay design. (As an example, I played a TC that was listed in the cacowads for some year as being an amazing TC... it was visually impressive but the custom weapon and enemy mechanics were godawful. Not fun.)

carmine badge
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well yeah i've already said that decorations have to come before the gameplay so i don't really see the point you're trying to create

severe seal
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don't you mean gameplay comes before decorations?

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also that point wasn't necessarily about directly disagreeing with you, I'm just extrapolating based on various wad reviews I've seen online where they'll say THIS IS AMAZING! but it's not actually fun.

carmine badge
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yeah i meant it vice versa lmao no idea why i said that

lavish hollow
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I agree with swivel, gameplay is more important than visuals. That's why I've been playing so much Quake lately

hallow wraith
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I already know how to do visuals decently .... Im trying to learn level design for good gameplay

severe seal
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@hallow wraith This might be a weird suggestion but... have you played Half-Life 2?

hallow wraith
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yes

severe seal
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IMO HL2 provides a great framework for how to think about gameplay design. They essentially take the Mario formula for level design and apply it to FPS.

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The Mario formula - introduce a concept in a safe environment and/or by itself, do some variations, introduce another element, do some variations, combine the elements in a much more difficult setting. We don't really have the ability to do that in Doom levels since the mechanics are already established, but the idea that you can devote an encounter to a specific set of learnable mechanics is very important.

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Another way to think about gameplay design in Doom is threat prioritzation - how is the player forced to respond to a given situation where there are multiple problems to address? In a big mob that can be made to infight, the priority is just to kite... but add an Arch-Vile, and the priority becomes finding cover or trying to kill the AV first.

lavish hollow
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Meh, imo Half Life 1 has the better gameplay, half life 2 was basically a physics test

severe seal
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you cray

lavish hollow
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I no cray

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You cray

severe seal
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HL1 has more shooting but IMO HL2 is more fun more consistently

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But I like physics puzzles and the driving sections

vocal crypt
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you both cray

lavish hollow
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Shooting doesn't make it better

severe seal
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And the grand finale where you get to throw people at other people

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Also the gun that shoots energy balls that disintegrate dudes is awesome

lavish hollow
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Yeah

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But you know why it's there?

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To show off the physics

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Lol

severe seal
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Come on man

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it's fun

lavish hollow
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Yeah

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I'm not denying that it's fun

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I'm just saying half life 1 has better gameplay

severe seal
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strongly disagree

lavish hollow
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queer jk

severe seal
lavish hollow
unreal oyster
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yeah i agree there, HL1 > HL2

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mainly because HL1 never trapped me in a room for 3 minutes while characters talk about bullshit

severe seal
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haha

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well there's no accounting for taste ๐Ÿ˜„

haughty flower
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@unreal oyster say, have you noticed the subtle details that DOOM has?

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Like the imps climbing across in the background in the first chapter?

severe seal
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Video makes a good case, but it's been a while since I played either game

vital shore
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I love both games though I do prefer HL1 just because I like the gameplay more, its focused and simple.
I tolerate half life 2's taky bits because unlike every shooter that came after that tried to copy that tyle, the dialouge was well written tand the characters though genreally not particularly deep were likeabl and just pleasant to listen to

carmine badge
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i dont know why are you guys arguing about which game is better, imo they're both more or less the same
you shoot aliens and trained soldiers in both games (except in hl2 you shoot unorganized as hell cops and some transhuman soldiers but it doesn't matter really) except in hl2 you get the gravity gun to toss shit around and some less weapon variety

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but i dont know, there's a bit less npc variety in hl2 than in hl so it's a point for hl i guess, so idk

ornate stag
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i like hl2 more because the worldbuilding is breathtakinging, the characters have more depth and the overall gameplay is more funny

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ofc if u consider hl2 + the episodes

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hl1 is still a good shooter but i don't think i would touch it anymore :'DDDD

lavish hollow
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I don't think gameplay of a serious game like HL2 should be funny

severe seal
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it's not funny ha-ha

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it's amusing

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@carmine badge "they're both more or less the same" - reductive much?

lavish hollow
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That's still... Funny, I don't understand

severe seal
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amusing is not inappropriate, but ha-ha funny is inapproriate

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in the context of HL2

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all the wacky physics stuff you can do with blowing shit up and launching combine soldiers into the air, I think that's what's 'funny'

carmine badge
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yeah i doubt funny is the word you're looking for

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if you mean half-life 2 is fun and instead you've used funny, then you've got the wrong word

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funny means just haha good joke there, it has little to do with the word fun

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amusing is the word you're looking for, in case if you've meant that hl2 is fun because it has all those physics features or more creatively designed levels or whatever

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if you've meant hl2 is indeed the good joke kind of funny, then i'll ask you to explain

severe seal
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@ornate stag @carmine badge demands answers! ๐Ÿ˜„

ornate stag
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yes i mean it is fun to play

carmine badge
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also @severe seal im not really reductive when i've said that, i mean is there anything out of the ordinary half-life formula in half-life 2? there's the linear story, there's aliens, there's soldiers (more or less human) to shoot, there's the pretty much same guns in hl2 (if we put the guns that were cut like the gauss cannon, hornet gun thing and the egon gun aside) and you're still gordon freeman, so i dont see what's so different between half-life and half-life 2

unreal oyster
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the environments are utterly different

carmine badge
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well fucking environments

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do you seriously expect a sequel set in black mesa again?

unreal oyster
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half-life is very oppressive, while half-life 2 is very open

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why are you being so hostile about it lmao

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did i even imply that

carmine badge
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im not?

unreal oyster
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did i ever imply that i expected HL2 to be in black mesa

carmine badge
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well then

unreal oyster
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i'm just pointing out a pretty big difference between the two

carmine badge
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what do you mean by environments are utterly different then

unreal oyster
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i said what i meant, "half-life is very oppressive, while half-life 2 is very open"

carmine badge
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it's no real secret that the environment is going to change drastically, i mean, black mesa got nuked by the end of the-- oh that

unreal oyster
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the two games have very different feels to the way levels are designed

carmine badge
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well half-life is set in a facility and partially in an alien borderworld, and half-life 2 is set in an urban environment so it's not really surprising

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obviously half-life 2 had to be more open

unreal oyster
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i never said that half-life 2 had to be in the same environment as 1

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you're arguing against a point i didn't make ๐Ÿ˜‰

carmine badge
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well im answering your point why the two games feel differently in level design

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so

unreal oyster
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i just prefer the more oppressive environments (and subsequently, its atmosphere) that half-life 1 had to half-life 2's

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i love both games, though

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don't get me wrong

carmine badge
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yeah i didnt

ornate stag
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yeah hl1 can't beat the alienated earth with its lionants and ravenholm HAHAHA

carmine badge
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idk ravenholm was pretty dull

ornate stag
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i mean the prisonlevel

carmine badge
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dont see why people are praising it, i was like 7 when i played hl2 and didnt get scared at all

ornate stag
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or the european city 17

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fuck da police!

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hoverboats

unreal oyster
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hl1 can't beat those environments in your opinion

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imo hl1 can, and does

ornate stag
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no

unreal oyster
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but that's just because of my personal tastes

ornate stag
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tell me how

carmine badge
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opinion

ornate stag
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pretty shit excuse

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the artstyle of hl2 is deeper than the one in hl1

carmine badge
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wow i cant believe opinions are objective now

ornate stag
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this isn't based on opinion its fakkt

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fact*

carmine badge
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yeah hl2 has a deeper lore and an environment but you know, maybe this guy has a personal preference over it for some reason?

ornate stag
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yeah

unreal oyster
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i've already explained my reasoning, i prefer the feel of oppression that HL1's environments give

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HL1 makes you feel like an unlikely survivor

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while HL2 makes you feel like a god amongst men

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which isn't exactly helped by everyone worshipping at the sound of your name

ornate stag
#

yeah freeman is even a resistanceleader in hl2 :'DDDD

#

why not

#

i mean he is the star of the series it is just keeping things goning

#

going*

haughty flower
#

Things keep goning on.

#

That's the way a series keeps goning.

ornate stag
#

even the transistions from one episode to another are better thought out in hl2

haughty flower
#

Yeah.

ornate stag
#

the journey freeman is taking is far more believeable

#

in hl2

haughty flower
#

And it ends midway.

#

The dreaded HL3.

ornate stag
#

sorry i meant the episodetransition in the basegame

haughty flower
#

Yeah, I know.

ornate stag
#

like u getting out of the mine while u are "crawling up" a long tunnel

#

to daylight

#

stuff like this

unreal oyster
#

freeman's journey isn't really believable at all in either game, lol, because of how they both rely on the assumption that freeman is literally a human god who can handle the entire combine army/xen forces on his own

ornate stag
#

yeah because u wears the hazardsuit

#

he*

#

it is the deusex machina

haughty flower
#

@unreal oyster Well, at the end of Ep2, they believe that Freeman is all they need against a dozen striders.

#

They're right. Completely.

unreal oyster
#

yeah pretty much lmao

ornate stag
#

guy

#

wtf

unreal oyster
#

that's the problem i have with the narrative of the HL series, and why i can't really take it seriously

ornate stag
#

this is a doom discord

#

never thought u can't imagein badass protagonists

unreal oyster
#

i like the HL series for the gameplay and atmospheres, and imo HL1 did them both better

ornate stag
#

no

haughty flower
#

How's Black Mesa for you, then?

unreal oyster
#

Black Mesa's great

#

i like HL1 better still though

#

but i'd happily replay BM any day

#

but, anyway, i'm not gonna continue this argument since you're treating your opinion like objective fact lmao

ornate stag
#

i think u just have a nostalgic relationship with hl1

#

and can't see its flaws compared to hl2

unreal oyster
#

problem there considering i played HL2 right after HL1

#

like, a few months ago

ornate stag
#

yeah

unreal oyster
#

(first playthrough)

#

and i enjoyed HL1 more

ornate stag
#

i grew up with games like hl1

#

and some years later

#

played hl2

#

and was shocked how crazy hl was getting

#

u know

#

they improved just everything

unreal oyster
#

that's great, man

#

i disagree

#

but you can have your opinion, i just want you to be respectful of mine, okay

ornate stag
#

no :'DDDD

unreal oyster
#

otherwise there's really no point continuing this

vocal crypt
#

shouldn't have been

#

just saiyan

safe timber
#

hey

#

whats everyone doing in here

ornate stag
#

okay here is the catch u feel hl1 is the better game in the series because it is more oppressive and is more like a survival-game BUT u missed out on the details hl2 is providing which interms of gamedesign are superior. if u really takeing your time while playing through hl2 u will get the picture

#

okay engouth of the offtopic sorry

unreal oyster
#

"internals of game design" are not set in stone, that's also subjective

#

i did take my time while playing HL2, i didn't rush it

#

i still preferred HL1

#

i will say that HL2 is more intuitive in places in its game design, but that's not all a game is good for

#

imo a good part of a game is its atmosphere and environments, and i felt like HL1 did that better, while still not sacrificing gameplay

ornate stag
#

okay i give u an example where hl2 improved over hl1 and that will be the last point of this offtopic

haughty flower
#

half life 2 was corny

lavish hollow
#

^^

unreal oyster
#

there are many places where HL2 improved over HL1. i understand that. how many times do i have to say it for you to understand - this is my OPINION. i prefer HL1's atmosphere and environment.

#

you aren't going to change my mind

lavish hollow
#

HL1- you play as a scientist fighting for his life
HL2- you're Jesus
One big reason I prefer HL1

haughty flower
#

I found hl1 to be more mysterious and creepy, really good atmosphere

vocal crypt
#

sumwunn

#

dude

#

drop iit

haughty flower
#

what? i just got here

vocal crypt
#

oh

#

I meant kuubi IIRC

#

lol

haughty flower
#

oh lol

ornate stag
#

the industrial level in hl1 where u have tho jump around oin the conveyor shit, which is in mostway just cheap because u get crused by machines or shitty placed sensor-mines
in hl2 there is not on of this shitty jumpingstuff. the only soft version there is is the beachlevel where the antlions attack u when u step on the sand. but it is nor cheap, becaus if u make a mistake u can easily make it undone by just fighting of the antlions

#

they improved tghe gameplay

#

got rid of their mistakes

unreal oyster
#

kyuubi

ornate stag
#

better gamedesign

unreal oyster
#

you aren't going to change anyone's mind

lavish hollow
#

That's your opinion, I found the only level that wasn't good was xen

unreal oyster
#

people prefer HL1 for reasons other than pure gameplay

ornate stag
#

yeah in hl2 u don't have xen levels

#

also

#

u see

unreal oyster
#

imo HL2 had very bland areas that just went on for fucking ever

#

(highway 17)

lavish hollow
#

^^^

unreal oyster
#

(anticitizen one)

#

KEEP IT GOING GORDON

lavish hollow
#

So basically almost every level is a xen level

#

Rofl

unreal oyster
#

boy do i love being blocked by my dumbshit AI teammates

ornate stag
#

just shoot them

#

its a game

#

m8

haughty flower
#

lol

unreal oyster
#

you're encouraged not to shoot them though

#

they give you ammo and HP

lavish hollow
#

The fact that you have to shoot your own teammates is a bad thing

ornate stag
#

well compare the hl2 ai to the hl1 ai and hl2 still beats hl1

unreal oyster
#

sure

#

but HL1 never put you on long strings of game with AI trailing you around

lavish hollow
#

^^

unreal oyster
#

at worst you had to lead them a few metres

#

to open a door or something

lavish hollow
#

Even then, you could kill them if you want, saving them is optional unless you want to get all the secrets and such

#

I never kill them tho

unreal oyster
#

nah, there are a few mandatory AIs in HL1

lavish hollow
#

A few, sure

#

The majority aren't tho

ornate stag
#

yeah in hl2 u aren't dependent on the ai to open a door for u

lavish hollow
#

Lolwut

unreal oyster
#

lmao

#

that's not exactly a problem HL1 has lol

haughty flower
#

wow the generation box set cdkey can be used on steam, i have all half life 1's on steam now

unreal oyster
#

that's not even true anyway

ornate stag
#

yes because it is a valve game

unreal oyster
#

you can consider the huge fucking cutscenes as exactly that

#

huge cutscenes where you wait for someone to open a door for you

ornate stag
#

well even in this cutscens u can run around and turn on some silly machines

#

so

unreal oyster
#

yeah but you know what would be better than that

#

no cutscenes at all

#

like

#

uh

#

HL1

ornate stag
#

okay

#

the famous "into the testchamber freeman"

lavish hollow
#

Wasn't the point of HL1 not to have cutscenes?

#

Lmao

ornate stag
#

wehre u have to listen to this dump fucks at the begining

#

it takes ages

unreal oyster
#

yeah, that's at the beginning of the game though

lavish hollow
#

Not really

unreal oyster
#

and it still takes less time than most HL2 cutscenes

#

which are considerably more boring on the whole

#

at least something happens in the resonance cascade cutscene

ornate stag
#

man

#

i told u about transitions

unreal oyster
#

rather than "characters talk, then someone opens a door"

ornate stag
#

this is theiur purpose

#

to get u in the mood for waht is coming

unreal oyster
#

HL1 did transistions fine too

ornate stag
#

no

#

it was like

#

o sewers

#

o trainlevel

#

o canyons

unreal oyster
#

i remember coming out of the pipe to the cliffside in HL1 way better than any HL2 transition

ornate stag
#

oh military base

carmine badge
#

why the fuck are you arguing about this in the fucking map/mod/dev text channel take it to offtopic

unreal oyster
#

good point

#

i just couldn't be bothered ๐Ÿ˜›

haughty flower
#

yeaa get lost lol

ornate stag
#

yeah so what? it is just a special case here

haughty flower
#

*gets deported to offtopic

ornate stag
#

we are talking about gamedesign

unreal oyster
#

no, move it over please

ornate stag
#

so its modstuff based

unreal oyster
#

no it isn't

ornate stag
#

jajaj

unreal oyster
#

it's partly my fault but let's move this over

severe seal
#

I started it

#

I brought HL2 up first

#

Trying to talk about how to design a good level ๐Ÿ˜„

lavish hollow
#

I prefer HL1 levels tbh

vocal crypt
#

I prefer BM's rendition of such levels.

#

HL1 just seems too...blocky for me.

#

yet I can stand Doom gg

#

and Quake

vital shore
#

Perhaps the reason your fine with Doom and Quake's blocky levels may be because their worlds are purposefully abstract, wereas half-life is trying to go for a more realistic setting, I unno

lavish hollow
#

I feel that half life did have a semi realistic setting, but I disagree that Doom has an abstract setting. Quake does, yes, but Doom has a very clear setting, a space station, the levels just don't really reflect that

vocal crypt
#

the names totalyl do not reflect the designs in those levels

#

Doom ones

lavish hollow
#

E1M1 = Hangar wtfff???

severe seal
#

Defining the setting doesn't mean the levels aren't abstract

#

They are

vocal crypt
#

they have somewhat of an abstract thing

#

but compared to D2 and Quake, not much IMO

#

D2 being Doom 2 btw

severe seal
#

Doom 2 levels are more abstract true

lavish hollow
#

Yeah, still compared to quake, it's not much

severe seal
#

But even E1's levels that don't feel abstract don't make any logical sense

vocal crypt
#

though tbf

#

Quake uses a "upgraded" engine compared to Doom

severe seal
#

And the levels in Hell are just crazy random

vocal crypt
#

and it's fully 3D

#

er

lavish hollow
#

That doesn't mean anything, really

vocal crypt
#

well, not the same limitations as the doom engine

#

does that mean anything yet?

lavish hollow
#

You can have abstract levels in doom, and non abstract levels in quake

#

The engine doesn't matter when it comes to abstract-ness

#

What matters is the levels

severe seal
#

@vocal crypt not sure what point you're trying to make but possibly that while Quake levels could in theory be more realistic because the engine is 3D, they actually couldn't put more detail in them because of the hardware limitations of the time

#

Doom levels are on the whole way more complex in design than Quake levels

vocal crypt
#

I meant design wise but ok

lavish hollow
#

Design also doesn't really rely on engines, that relies on the mapper and how they design it

severe seal
#

It's both

#

Engines have limitations, and they also have design choices that favor different types of designs

lavish hollow
#

Sure, but the doom engine is more limited than the quake engine, yet the levels are more complex

severe seal
#

Yup

#

The reason for that though is the hardware limitations of the computers at the time

#

They were incapable of running Quake levels that were the complexity of Doom levels

lavish hollow
#

Well, no I don't think so. I think the main reason was Quake's development was quite rushed, iirc

severe seal
#

dude, no

#

Compare Quake's levels to any FPS levels for the next few years

#

Same level of detail

lavish hollow
#

Have you looked into the development of quake at all?

#

There was a lot of pressure on id

severe seal
#

Yeah, it was a mess because Romero couldn't stop playing DM

lavish hollow
#

Are you joking

#

Lmao

severe seal
#

๐Ÿ˜„

lavish hollow
#

K that was funny

severe seal
#

I know that's not the reason

#

It was an issue though

#

Romero's work ethic

#

I read Masters of Doom but it was years ago

severe seal
#

RetroAhoy videos are too goddamn long

vocal crypt
#

Carmack IIRC wanted to focus on technology stuff

#

Romero wanted to focus on Desings

#

*Designs

severe seal
#

"Let me describe every weapon and enemy in the game in excruciating detail"

lavish hollow
#

That's the.. Point

unreal oyster
#
[9:53 PM] swivelmaster: Compare Quake's levels to any FPS levels for the next few years
[9:53 PM] swivelmaster: Same level of detail

not really, Unreal definitely had a higher level of detail than quake levels

lavish hollow
#

It's basically a documentary

vocal crypt
#

I like his Iconic Arms series

#

history of guns

severe seal
#

@unreal oyster I don't recall Unreal levels being more geometrically complex

vocal crypt
#

and their depictions in media

lavish hollow
#

That doesn't mean they aren't detailed

unreal oyster
#

i think they were, unreal has a lot more natural terrain which is inherently more detailed

severe seal
#

Sorry, let me redefine what my argument is

#

Refine, rather

#

Or both ๐Ÿ˜„

vocal crypt
#

god damn it, anyone know where to find an angled Desert Eagle?

severe seal
#

I think the reason that Quake's levels are much simpler in design (IE the geometric complexity of the levels, which means they have less gameplay per level) than Doom's has much more to do with how much more processing was required to render and process them than with the process by which they were designed.

lavish hollow
#

I still don't agree

severe seal
#

And also, the number of creatures you could animate on screen at any given time was like 10% of what you could do in Doom 2 anyway

lavish hollow
#

Like what I said, there was a lot of pressure on Id, and it was because of this that Romero left id

severe seal
#

How does pressure make the levels simpler though?

lavish hollow
#

They were rushed

severe seal
#

Can you point me to the mark in the retroyahoy video where this is explained so I don't have watch the whole thing? ๐Ÿ˜„

lavish hollow
#

If you have a lot of pressure on you to do something amazing, you're going to mess up

severe seal
#

Unless you're Valve or Blizzard ๐Ÿ˜„

lavish hollow
#

In a bit, I'm watching kitchen nightmares atm

severe seal
#

lol

#

British or American?

lavish hollow
#

And id wasn't a multibillion dollar corporation, they were basically an indie team

#

Wait there's multiple kinds of kitchen nightmares??

severe seal
#

YES

#

The British one is WAY better

#

Less dramatic bullshit

#

You'll know the difference because Gordon Ramsay narrates the british one himself, whereas the American one has DRAMATIC AMERICAN GUY NARRATOR

#

Also I know that, Doom 2 was made by 11 people ๐Ÿ˜ƒ

lavish hollow
#

Well then don't compare that to valve or blizzard ๐Ÿ˜€

severe seal
#

Valve did the same with HL1 though, they had a ton of pressure on them and limited funds and decided to delay the game a year instead of release something they weren't happy with

lavish hollow
#

Yeah, they delayed, id didn't

severe seal
#

So which Kitchen Nightmares are you watching?

lavish hollow
#

I think the American one

severe seal
#

boo

lavish hollow
#

I'm American after all, so idek how I would watch the British one

severe seal
#

Youtube or Netflix I think

#

I don't remember how I watched it but I did

vocal crypt
#

anyone know angled desert eagle sprites?

severe seal
#

IMO British one is more educational too, he spends more time teaching people about how to actually run a restaurant instead of getting into arguments

vocal crypt
#

yes I've tried looking at ZDoom Resource forums

#

no luck

#

only centered desert eagle

severe seal
#

that sucks

#

rent Snatch, take a screenshot ๐Ÿ˜ƒ

lavish hollow
#

I've seen one before in I think a Duke nukem mod for doom

vocal crypt
#

I'd prefer a non gold one IMO. But hopefully SLADE 3 can fix that with color translation.

#

huh

#

Found the non gold one in the forum post thing

remote spade
#

@vocal crypt You can download a 3D model, and with the powers of photoshop, edit it to look more like a sprite... (?

lavish hollow
#

@remote spade he said he found one

remote spade
#

Ups...

#

Too late...

hallow wraith
#

Thanks for everyones help earlier

hallow wraith
#

Right now im trying to visualize my map's layout

verbal cobalt
#

has anyone seen the 3d model shading in gzdoom? at least for the weapon

vital shore
#

Yep, it looks great!

shadow bone
#

First is shown the old way, then the new way

hallow wraith
#

This isn't your average everyday Doom... This is Advanced Doom

severe seal
#

That's not a Doom, THIS is a Doom!

vocal crypt
#

not the Doom the city deserves... it's the Doom they needed.

lavish hollow
#

You mixed it up

vocal crypt
#

I know

#

IDC

lavish hollow
#

YOU MICSED IT UP

severe seal
#

I was just making a Corocodile Dundee reference ๐Ÿคท

lavish hollow
#

I haven't seen that

severe seal
#

It's pretty good

#

What's weird is that the first one is a goofy romantic comedy but the second one involves kidnapping and drug dealers, but still tries to keep the tone light

lavish hollow
#

Groovy

worldly shard
#

๐Ÿ˜‰ @lavish hollow

lavish hollow
#

๐Ÿ˜‚ ๐Ÿ‘Œ ๐Ÿ’ฏ

royal wave
#

/r/beetlejuicing

worldly shard
#

Anyways. Recently revisited something I'd began working on a little while ago, Wolfenstein Fire & Brimstone ( the name may be subject to change ) it's essentially a map pack inspired by various wolfenstein games. ( 2009, new order, etc. ) so you can expect to see old nazi manors, futuristic bases, underground layers, maybe even castles. Thought it might be of interest to some of you, here are some screens

lavish hollow
#

Wow, looks sweet!

#

Groovy*

worldly shard
#

Haha. Thanks man! Still far from being done but I am interested to see where this goes.

lavish hollow
#

How far along is it? What's the story? Do you intend to finish it?

#

O3O

worldly shard
#

I'm just doing it for fun at the moment, nothing too serious. It probably won't be done for quite a while but I am hoping to finish it.

umbral sail
#

@worldly shard and the other project, still in wip or

worldly shard
#

Yeah, it's something that I'm working on off and on seeing as it's too much to take on all at once. Sort of like a side project

#

@umbral sail

umbral sail
#

I see

worldly shard
#

But yeah to answer all of your questions. It's not too far along, though I am making good progress. The storyline goes like this. The Russians stumbled across an ancient occult manuscript whilst excavating abandoned crypts, the lieutenant, aka Kretzchnezch, accidentally read from the manuscript, thus summoning entities from another realm. It's up to Blazkowicz to find the source of this the rift, and put an end to the madness. @lavish hollow

lavish hollow
#

Russians instead of nazis?! Sacrilege! (Jk)

worldly shard
#

XD

lavish hollow
#

That's pretty cool, tho I can only imagine the manuscript being the Necronomicon from Evil Dead

worldly shard
#

Haha, classic.

#

Have you watched Ash vs Evil Dead? Quality shit

lavish hollow
#

I've watched everything Evil Dead, love it all besides the 2013 one

vocal crypt
#

remind me, is AvED on Starz?

worldly shard
#

Yeah I agree, 2013 being the remake of the original right?

vocal crypt
#

f**k the remakes

worldly shard
#

Yeah I think so @vocal crypt

lavish hollow
#

It's technically a remake but only kind of

worldly shard
#

Yeah the remakes were kinda shit, though I think evil dead 2 was good

lavish hollow
#

Apparently it takes place in the same world as AVED and the other movies, it's just a different cabin, and a different book

worldly shard
#

Right

#

"Are you the Jefe?"

#

xDddd

lavish hollow
#

Evil Dead 2 is the best tbh

#

And yes I'm the jefe

worldly shard
#

Lmao. Totally agree yeah

#

First was good, but the second was like, a slightly more polished version of the original

vocal crypt
#

I thought yall was talking the original trilogy, then I realized you meant the remake

lavish hollow
#

I thought the second was a remake of the first but it turns out with some changes, the first movie is canon to the second

worldly shard
#

Right on, yeah I don't really recall the films that well because I haven't watched them in a long damn time

#

I might revisit them though

lavish hollow
#

I legit downloaded them all on a flash drive because I have no amount of what people call a "life"

worldly shard
#

Hahaha, nah that's badass man ๐Ÿ˜‚๐Ÿ˜ญ

lavish hollow
#

I've watched them all so many times, I'm actually thinking about making a big retrospective video where I review them all

worldly shard
#

XD nice

vocal crypt
#

I've only watched the bloody yes literally end of Evil Dead original

worldly shard
#

"Who's in my root cellar???"

lavish hollow
#

"Someone's in my fruit cellar"*

worldly shard
#

Hmmmmm

#

I love how this is a popular search

vocal crypt
#

you know what those two are?

#

A perfect spot for a caco den

lavish hollow
#

Lmao

worldly shard
#

Mm yeahhh

#

I love the screen I took here, moments before stealthy the nazi

#

Dank

vocal crypt
#

suhc a long empty hall

#

it's hallow

royal wave
#

pretty bland hallway

worldly shard
#

Haha, trust me, something awaits you at the end xD

vocal crypt
#

somemong ?

worldly shard
#

Lmfao. You'll have to wait and see

lavish hollow
#

Nooooo

royal wave
#

that doesn't change the fact it looks boring

vocal crypt
#

^

#

again, hallow

lavish hollow
#

Add some shat on the walls, maybe

worldly shard
#

Right on

lavish hollow
#

Like paintings and such

royal wave
#

If you're deliberately making wolf 3D levels, then I can forgive it

vocal crypt
#

nazi banners

worldly shard
#

I mean, it is literally a map that was just created so yeah

vocal crypt
#

just make sure they're iron crosses for the germans

royal wave
#

but with those stairs and carpet, you're clearly not

worldly shard
#

Yeah I'm thinking about adding some small busts/statues, desks and whatnot

#

Along the sides

#

But again, I did just make that hallway so.

vocal crypt
#

eh whatever

#

go play Start Me Up while making yur map

#

or hell

worldly shard
#

That map is far from being done, as well as the big open one with the nazi flags in the other screen

vocal crypt
#

Wolf 3D's title song

worldly shard
#

You know what has a badass soundtrack? Return to castle Wolfenstein

#

A classic if you ask me

vocal crypt
#

the graphics have aged tho

#

bit blocky, wouldn't you say

#

tho not as blocky as say HL1

worldly shard
#

Lmao, yeah, hence a "classic"

#

My favorite is probably 2009 though

vocal crypt
#

mine is probably the classic

#

it's probably the cyanish-blue minigun

severe seal
#

I know this was hours ago, but I loved the Evil Dead remake. The actual remake, not the Evil Dead 2.

#

It was Evil Dead 1 but with a budget and good acting ๐Ÿ˜„

haughty flower
#

There was a remake?

royal wave
#

It was an okay remake

haughty flower
#
lavish hollow
#

@haughty flower yes

haughty flower
#

I seen it. Thought it was kinda crappy. Didn't know it was remake. Assumed it was spin off.

lavish hollow
#

@severe seal I thought the remake was awful tbh, the acting wasn't even that much better

haughty flower
#

Not the same without humour really

lavish hollow
#

^^^^^

severe seal
#

awful why?

lavish hollow
#

The original Evil Dead doesn't really have humor tho

severe seal
#

It does, just not intentionally

lavish hollow
#

@severe seal it took everything that made evil dead great and made it generic horror movie fodder

haughty flower
#

kinda like final dest film

severe seal
#

but Evil Dead invented many of those tropes

lavish hollow
#

Like?

severe seal
#

so why not do it again but with the proper resources

lavish hollow
#

They didn't "do it again" the story was different, and dumb

severe seal
#

It wasn't dumb, they used kicking a heroin addition as a metaphor

lavish hollow
#

No, that's not the dumb part

#

I did actually kind of like that

severe seal
#

It sounds like you just didn't like the execution because it seemed to take itself seriously

lavish hollow
#

The dumb thing was in the original, there's no villain, just the friendss getting possessed. In the new one, the main villain (that you never fking see) is "the soul taker" what does he do? He takes your soul. Spooky, am I right? The only reason they included him and "the abomination" was to make the movie more modem, but in doing so, they dashed away what made The Evil Dead unique

#

And no, wtf? The original took itself seriously, but it just ended up being funny

severe seal
#

Fair enough, you also like Evil Dead 2, which doesn't take itself seriously

lavish hollow
#

Not in the slightest

severe seal
#

I don't remember the soul taker thing but it sounds like they were just giving name to the disembodied force that was flying around anyway

lavish hollow
#

That wasn't what it was

#

That's what they called him in the book

severe seal
#

huh

#

well that didn't ruin anything for me

#

but oh well

lavish hollow
#

That's obviously not the only reason, but it's one of my personal big ones

#

Like another thing that really makes no sense, whenever someone gets possessed, they start mutilating themselves

severe seal
#

So what? ๐Ÿ˜„

#

It's fun

#

I had fun

lavish hollow
#

In the old evil dead's, the demons feel pain

#

Why are they purposefully hurting themselves???

severe seal
#

Who cares though?

lavish hollow
#

Me

severe seal
#

There are no rules in Evil Dead world, every zombie is different , it's totally inconsistent

lavish hollow
#

They're not zombies, they're deadites

#

And yes there are rules, they can be broken but they can almost always be explained

severe seal
#

meh

#

When each person gets possessed it happens differently

#

The only rule is "some crazy shit happens and it needs to be entertaining"

#

I gotta go to bed though:D

#

๐Ÿ˜„

lavish hollow
#

In the original ED sure, that's actually kind of funny because the director literally hadn't made rules yet

severe seal
lavish hollow
#

He actually made rules once he made the second movie, the "remake"

#

And the original evil dead is very questionably Canon

#

Good night tho

hallow wraith
#

What is good wad to look at/play to study level design?

glacial skiff
#

f-furry01.wad

#

:^)

hallow wraith
#

A furry wad

umbral sail
#

I looked at the map and it has nothing to do with the name

hallow wraith
#

@glacial skiff im downloading it

#

@umbral sail my internet is being slow... its still downloading... don't spoil it

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finally

#

its done

#

@glacial skiff How do you make levels like this?

#

The architecture, room shapes, the use of textures, the height variation

umbral sail
#

why would I spoil it

hallow wraith
#

I don't know

#

but i like this level he made

unreal oyster
#

@glacial skiff you've made the map in Doom format, but the way you've done the textures means it only loads in ZDoom anyway

glacial skiff
#

@unreal oyster It's for a ZDoom-only project anyway

unreal oyster
#

but, nice map

#

hm, okay

#

why make it in doom format then?

hallow wraith
#

How do you make maps this good?

glacial skiff
#

@unreal oyster There was no specific reason for that

#

I believe that since I just didn't need anything beyond what Doom format offered I left it as-is

unreal oyster
#

alright, fair enough

#

as long as the project otherwise won't run in PrBoom+/Eternity anyway i'll let you off the hook for that ๐Ÿ˜›

hallow wraith
#

how come when i use unsual room shapes it looks bland

umbral sail
#

make a room shape and decorate it inside, like pillars etc.

#

stairs, computers idk

hallow wraith
#

How do you get creative with the floor and celing heights like that map

glacial skiff
#

Depending on the featureset of EDF/whatever other "thing script" setup that EE uses these days, a port of furry.wad is possible but given the workflow I'm faced with that isn't even a hypothetical for the next couple of years until this mod is released

unreal oyster
#

also, Diema, you really need to mark your exits ๐Ÿ˜„

#

otherwise the player ends up leaving when they still want to explore

hallow wraith
#

Im not good with being creative with heights

glacial skiff
#

@hallow wraith The thing I started doing is just genuinely ignoring the concept of 2D space in GZDB as much as possible and imagining what shit I need to draw to do magic with the 3D floor/3D mode plugins

#

If that makes sense

#

Like, maybe try thinking less in terms of 2D room shapes and more in terms of 3D spaces

unreal oyster
#

^^^

#

remember, you aren't building a 2d map, you're building a 3d map

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with a 2d interface

umbral sail
#

for some reason I just think of real rooms when I do a map

glacial skiff
#

^ This

umbral sail
#

you can't do much wrong if youre inspired by real buildings

hallow wraith
#

Im just afraid if i changes the heights too much it will look out of place

glacial skiff
#

You can just as easily apply the idea to abstract or even IWAD-style levels

unreal oyster
#

generally i try to make buildings that don't feel like they belong in our universe, but in some other universe

#

in the real world, we build our buildings as mostly a series of rectangles

glacial skiff
#

That is true

unreal oyster
#

which doesn't make for particularly interesting level design

#

the best maps work off the grid with weird rotations

hallow wraith
#

I feel like i limit myself because i don't want things too look off

glacial skiff
unreal oyster
#

and, yeah, occasionally architects do go crazy with it heh

#

but yeah, you can see all the twists and turns the sectors make in that image

hallow wraith
#

Do i need to be more abstract?

glacial skiff
#

Imagine yourself standing in a room

unreal oyster
glacial skiff
#

Now imagine the shit you will have to do in that room in order to progress, i.e. monster layout, traps, etc.

umbral sail
#

@hallow wraith show us your maps, maybe theyre not as bad as you think they are

hallow wraith
#

Im working on the plans

umbral sail
#

@unreal oyster remake that picture as a doom map lmao

hallow wraith
#

I need to find my old map from 2 years ago

#

I haven't made a full map since my last map a year or 2 ago

unreal oyster
#

it's certainly doable heh

#

but would be very time consuming

umbral sail
#

with full detail

unreal oyster
#

you'd probably want to use vertical portals

hallow wraith
#

Ive been getting stuck

#

everytime i try to create a new map

#

It keeps coming out looking off and playing off

#

Like they don't feel like doom levels

glacial skiff
hallow wraith
#

I know what doom wads have to make them good I just don't know how to creatively make one without it being off

umbral sail
#

you could also try to recreate real things like modern buildings etc.

hallow wraith
#

I feel like my maps don't have enough variation, and good lookness to them

#

And they don't play to well

umbral sail
#

try to texture maps more differently?

glacial skiff
#

If you find any of your maps please tag me, will be in GZDB myself

hallow wraith
#

Dogsoft isn't working so i can't redownload my maps

#

that i uploaded

glacial skiff
umbral sail
#

@glacial skiff that ladder looks like some work

glacial skiff
#

It actually wasn't any work really but it's something like 14 tags on that one highlighted sector

#

And then all the vertex terrain in the background

umbral sail
#

just seems annoying to make ^

glacial skiff
#

100%

hallow wraith
#

@glacial skiff What place holder textures are those?

glacial skiff
#

Just some defaults I made in Paint

hallow wraith
#

Ive been kinda stuck in a loop of planning and making small WIPs and deleting them because they aren't that good

glacial skiff
#

(They were originally supposed to represent locale but I thought mixing them in a scene made better looking screenshots)

hallow wraith
#

Im trying to learn how to visualize things better and more creative

#

I feel like im not visualizing it hard enough

glacial skiff
#

Try using these defaults and just going nuts

hallow wraith
#

I feel like im either having some lack of understanding of fundamental level design, or im not being creative enough

glacial skiff
#

Maybe build a room based on a themed image, like, google "castle throne room" if that's what you want to experiment with and build based on whatever images you see that look good

#

(I don't really know how to explain what I'm talking about)

hallow wraith
#

i understand

#

I just feel like im missing steps in the creative and level design processes and im not fully understanding them

#

Not fully understanding and remembering things is why I haven't gotten that far in learning C++

#

I do have Aspergers and ADD so maybe thats why

severe seal
#

@hallow wraith just saw this conversation... if you've got aspergers you probably literally process visual stuff and especially creative visual stuff in a way that is different from people who don't. Not better or worse, just differently. Many creative people just have ideas pop into their heads because they subconsciously think about design and when they sit down to create, the subconscious stuff pops to the surface. If you don't get that, that's OKAY, you can still learn but it'll just be more tedious to learn how to approximate the kind of creativity you're seeing elsewhere.

#

@hallow wraith AFAIK from reading stuff and from working with people on the autism spectrum, you may have an easier time starting with figuring out rules and structure, deconstructing in what many would consider a very non-creative way... but in doing that, you may be able to find patterns and notice things that other people never do, and that may allow you to create something really interesting.

hallow wraith
#

Interesting

severe seal
#

@hallow wraith Relevant to programming too - IMO the way to understanding something is to build a model of how it works in your head in a way that you can understand. C++ may not be the best place to start because in order to understand it to the degree that you probably want to, you have to understand a LOT about computer memory, pointers, etc. It may be wiser to start with a higher-level language so you can understand aspects of programming without having to understand how computers work. OR alternatively, start with learning about processors and memory so you understand at a more fundamental level, then when you start programming you'll be able to see the direct relationship between the language and how you're manipulating the computer's behavior.

hallow wraith
#

I have subconscious ideas ... i just don't listen to most of them because of how weird they are

severe seal
#

That's a huge problem

#

Your thought to yourself shouldn't be "this is too weird so I shouldn't do it," it should be "this is really weird, but how can I make it work?"

#

This is a creative thing you're doing for fun, don't beat yourself up over having weird ideas. Just make something that's fun for you, put it out in the world, get feedback, and do it again.

hallow wraith
#

I need to be more fun about this like i did when i first started map making

severe seal
#

Yes

#

If nobody's paying you to do something and you can do whatever you want, don't let it stop being fun

#

I've made that mistake before, it'll make you miserable

hallow wraith
#

Im not sure why im trying so hard to be perfect if this is just my hobby

#

Maybe i just started to get Jealous of other peoples levels

#

And created ridiculous standards

severe seal
#

Yeah don't do that

#

Do you know who Ira Glass is?

unreal oyster
#

very good video but goddamn i hate the way the words jump all over the place on the screen -_-

#

what they're saying is very true though

hallow wraith
#

I feel like I should take a break to cool my mind from the stress and make August the start of my regular Doom mapping

unreal oyster
#

i look back on my first map now and i think it's awful, but without making that first map i would have never made a second, or a third, etc

#

(not that i'm a veteran or anything, i've only finished 6 maps so far and only 2 are released, one is to be released ๐Ÿ˜›)

severe seal
#

@hallow wraith Find some other creative thing to do

unreal oyster
#

but, tbh, i can definitely see a quality increase in my own work just because i kept going at it and listening to feedback others were giving me

#

listening to the feedback of the people who have been doing this longer than you is really important imo

#

unless you dislike their work, that is

severe seal
#

@unreal oyster speaking of which... have time to play through my map and give feedback? ๐Ÿ˜ƒ

unreal oyster
#

yeah, i think so

severe seal
hallow wraith
#

@severe seal Im gonna play it

severe seal
#

I got some feedback on Doomworld forums but it was mostly like "yeah this is pretty good"

#

@hallow wraith go for it ๐Ÿ˜ƒ

#

Only major problem is one of the decorations I thought wouldn't block was actually blocking in vanilla :/

unreal oyster
#

move it out from the wall a few units

severe seal
#

what are you playing it on?

unreal oyster
#

gzdoom HMP

severe seal
#

hmp?

unreal oyster
#

hurt me plenty

severe seal
#

ohhh

#

odd, I'm playing gzdoom and never saw that... maybe just different graphics settings

#

easy fix ๐Ÿ˜ƒ

lavish hollow
#

@unreal oyster so besides maps, have you made any mods?

severe seal
#

shhhh he's playing my map! ๐Ÿ˜„

lavish hollow
#

Thinking of something to yell at you for

unreal oyster
#

i like the idea of having the exit visible from the start

#

gives the player the sense of a clear goal

severe seal
#

It does! I'll have to play with that more to see if I can get the effect I wanted without breaking it... but I'm not sure if it's possible

unreal oyster
#

you can definitely fix it, just create another skybox sector in front of it and bring it down to hide as much of the texture as you want

severe seal
#

hmmm

hallow wraith
#

This level reminds me of those classic levels they had on the DZone CD

severe seal
#

I hope that's good ๐Ÿ˜ƒ

unreal oyster
#

when doing large offset changes like this, i feel it's best to put a solid sector in between to mask the change

#

otherwise the change looks weird

severe seal
#

true

hallow wraith
#

i just got the rocket launcher

severe seal
#

nice

#

you found a secret ๐Ÿ˜ƒ

#

wish someone would stream themselves playing this ๐Ÿ˜ฆ

hallow wraith
#

I would but my voice sounds weird

severe seal
#

you don't have to talk ๐Ÿ˜„

#

I just want to watch gameplay

hallow wraith
#

And i need a recorder

#

I wish Doom Dogsoft would work so i could redownload the level I uploaded long ago that i made

#

@severe seal "you may have an easier time starting with figuring out rules and structure, deconstructing in what many would consider a very non-creative way" What do you mean by this

severe seal
#

I mean be clinical about it

#

"how many units wide/across is this room? how many enemies are in it? what's the distribution? how much ammo is there? how much health is provided? how complex is the geometry?"

lavish hollow
#

"Is there a cyberdemon?" Is also a good question

severe seal
hallow wraith
#

I need to improve my memory before i can remember all those details

severe seal
#

Write them down

unreal oyster
#

if you wanted me to stream you could have told me x_x

#

i've finished it now

severe seal
#

well shit ๐Ÿ˜„

#

@hallow wraith how does one improve their memory?

hallow wraith
#

Many people have suggested i should have a memory palace or something

#

Because my memories are not organized

unreal oyster
#

i mean i can stream a second playthrough and commentate if you want?

severe seal
#

@unreal oyster that would be really cool

#

@hallow wraith most people aren't Sherlock Holmes. In fact, nobody is ๐Ÿ˜„

hallow wraith
#

Finding the statistics of maps down to little details would be time consuming but it would help

severe seal
#

Just do it for your favorite maps or your favorite areas

#

Another thing to look at is contrast - height difference, room size difference, texture difference, lighting intensity difference

#

E2M4 would be a good one to look at

hallow wraith
#

Im gonna start with Cchest4.wad Map 21 Shaman's Device... because i like that level

lavish hollow
#

@severe seal "most people aren't Sherlock Holmes" you know he did drugs, right?

severe seal
#

@lavish hollow how is that relevant? we were talking about mind palaces

#

@lavish hollow Also he's a fictional character soo....

lavish hollow
#

Imo it just bothers me when people use Sherlock as an example of a smart person, when he wasn't smart naturally

severe seal
#

drugs don't make you smarter dude

#

there is not a single drug that makes people smarter

lavish hollow
#

When he did the drugs, he said it gave him a better detective ability

#

Aka he's smarter

severe seal
#

focus != intelligence

hallow wraith
#

A mind palace is visualizing everything you want to remember associated to objects into a imaginary space and walking through a route in it

severe seal
#

@hallow wraith right but is that a real thing that works?

lavish hollow
#

I can link you stuff about this drug thing if you want, lmao

hallow wraith
#

I want to try it

severe seal
#

I'm not sure how what a fictional character says about his experience doing drugs is in any way relevant to real life

#

It's not like they had adderall in the 1800s

lavish hollow
#

Wasn't Sherlock Holmes based on a real person?

severe seal
#

No

lavish hollow
#

And no, he used cocaine

#

And morphine

hallow wraith
#

Would writing the ratios and differances of sector heights and lights be a good thing to note

severe seal
#

Cocaine makes you think you're awesome, morphine prevents you from feeling pain

#

@hallow wraith Hey I'm just trying to give you ideas, experiment to see what works for you ๐Ÿ˜ƒ

hallow wraith
#

I need to experiment more

unreal oyster
hallow wraith
#

Experimenting is kinda bipolar... it can either lead to Great new ideas or Failures

severe seal
#

@unreal oyster I'm on

#

@lavish hollow Holmes is based on a bunch of people (including another fictional character) but only in specific aspects like being able to deduce specifics from just a few details

unreal oyster
#

alright, i'll talk to you in twitch chat then

hallow wraith
#

I need to stop limiting myself

severe seal
#

@unreal oyster Thanks that was really helpful!

unreal oyster
#

no problem ๐Ÿ˜ƒ

#

keep doing this, man, that was a very good map for someone just starting out

severe seal
#

Thanks ๐Ÿ˜„

#

I'm not a game design noob, just haven't done mapping since I was < 18

unreal oyster
#

right, yeah

severe seal
#

I worked on f2p social and mobile games, so all systems design and no mapping ๐Ÿ˜ฆ

hallow wraith
#

@unreal oyster If I make a map hopefully this year will you test it

#

Why do the proportions of room look differant in gameplay than in the 3D mode of GZDoombuilder

severe seal
#

@hallow wraith They shouldn't. Could be you're at the wrong z-height

#

I mean, your viewpoint is

hallow wraith
#

Like in gameplay my room i made looks huge

#

And is too big sometimes

severe seal
#

Also, @hallow wraith , "If I make a map hopefully this year" - If you're trying to make a masterpiece you're gonna have a bad time. Make a map in a week. Just give yourself that deadline, and no matter how much you think it sucks, just call it done enough and get some feedback

#

Room size is hard

#

It takes practice

#

It took me practice

#

I kept making rooms too small though ๐Ÿ˜ƒ

hallow wraith
#

July 30th - August 5th Map01

severe seal
#

?

#

Oh I see

#

Yes do that

#

Are you drawing it on paper first?

hallow wraith
#

I have have a few drawings for maps

severe seal
#

Try to draw a complete map before you start working on it

hallow wraith
#

Ok

severe seal
#

Mine ended up very different in the details but the general structure worked.

hallow wraith
#

How much should i vary the floor heights, textures, and lighting?

severe seal
#

Depends on your goal

#

To separate areas, a lot. To add visual variation for a room, you shouldn't be doing that yet ๐Ÿ˜ƒ

#

Here, for fun

#

Concept to completion ๐Ÿ˜ƒ

hallow wraith
#

my concepts are not that detailed

severe seal
#

Well, it's pretty complicated for a first map

#

@hallow wraith what are your concepts like?

hallow wraith
#

Im thinking of way to explain it

severe seal
#

Take a photo of a sketch on pape r:)

#

*peper

#

whoah, paper

hallow wraith
#

hmm ill have to figure out how to take a photo of it