I would love to! But I only have a PS4… Doom may be one of the only games I still consistently revisit. I’m even trying my best to get through Doom64. Which is fun because it’s still Doom! Either...
I would love to! But I only have a PS4… Doom may be one of the only games I still consistently revisit. I’m even trying my best to get through Doom64. Which is fun because it’s still Doom! Either way, I wanted to comment to just give you some hope that we are out here, even if we can’t help through a PC port. Let me know if there’s anything else I can do to help.
Been playing GZDoom and been thinking about getting into Doom mapping for a while myself, I'd be happy to help! Singleplayer, co-op, or deathmatch (though I'm probably pretty terrible at...
Been playing GZDoom and been thinking about getting into Doom mapping for a while myself, I'd be happy to help! Singleplayer, co-op, or deathmatch (though I'm probably pretty terrible at deathmatch, lol). ^^
I'll check it out. I've made some stuff for Doom/Doom 2 as well, will be neat to jump back in again. It'll be a bit before I can do it, once I have I'll edit this with some feedback. Edit: Ok, I...
I'll check it out. I've made some stuff for Doom/Doom 2 as well, will be neat to jump back in again. It'll be a bit before I can do it, once I have I'll edit this with some feedback.
Edit: Ok, I have returned.
Overall I think your design fits right in with what Doom normally does, and the layout of it was straightforward to me. The advice I have is to clutter it up; add little setpieces and gnarly hell shit to give the spots in the level some character. You can also use them to signal things, like if you wanted to add some secret spots and bonus gear. Doom's assets tend to fit together well enough almost regardless of what you do, provided you're just being consistent, and technical limitations are mostly a non-factor, so I say go ham on it.
With the level itself, there is a lot of red-on-grey which does get a bit disorienting after a little bit, so having some scenery in there will help folks keep track. There's also value in reworking the areas to which a player might backtrack - I don't think of backtracking as a bad thing in and of itself, but wherever it happens I do feel something new should be there if you're having to go back. Since the player is almost certain to come back to the central area, I say set up some traps for them and put them through some shit to get to the end.
Doom is a very straightforward game, so I tend to see it as an opportunity for showmanship more than anything else when making a level. There are very few folks playing 90's doom who are totally new too, so you can pretty safely crank up the difficulty of your encounters and folks will still go for it. As an example, for a final encounter in one level I did, when the player opens the door to the room, six invisible enemies spawn at the other end along with six rockets. The rockets hit those enemies the moment the door opens, so what the player sees upon entering is an explosion of guts and the Big Bad spawns right in the middle of it about a half-second later.
Another example, in another room I had a gigantic set of pillars all moving at different speeds vertically, across from a row of Mancubi firing at them. The player assumes when they enter they're meant to run along at the right time, and that strategy does work, but if they happen to fall down they'll notice a little island with a switch, which causes all the pillars to go level with each other and lift you back up to them, obviating the entire encounter really. Stuff like that, imo is fun - you think you're up for some tough shit and find a weird solution for it.
I went looking through my old stuff and found an old copy of a level I did several years ago. Here it is if you would like to check it out, it replaces the first level of Doom 2. There are a few issues with it, a couple of missing objects and a room with some texture errors, which I think are probably a consequence of me not updating it in a very long time. It's set up to be played on Ultra Violence, and is very much tuned for folks who've played a lot of doom. Each room was built around either a specific combat tactic, or a little puzzle of monster-slaying. For example, the archvile room is full of pillars, so that you can avoid getting hit despite being stuck in a room with two archviles. A room prior to that gives you a plasma rifle and then immediately spawns a horde of enemies just large enough for the ammo you have for it. You can choose, use different weapons and conserve, endangering yourself, or go ham with the plasma rifle and get out. The final encounter does have a bug too unfortunately - if you play, and get to the last room (you'll know it when you see it), there are some barons of hell stuck behind green walls - idclip and kill them, and you'll get to see the shapeshifting arena. You would probably do best to iddqd and idkfa to explore it, because the encounters are pretty tightly organized/it is meant to make you practice and I don't want you getting frustrated lol.
I played those, and very much enjoyed them. The level definitely fits within, and in order to stick to their style for sure id scale back much of what I said. Some clutter to mark spots then is...
I played those, and very much enjoyed them. The level definitely fits within, and in order to stick to their style for sure id scale back much of what I said. Some clutter to mark spots then is probably as far as I'd go.
I was kinda the opposite, I liked finding features and seeing what all was possible, because I felt those folks did about all I could want.
The workflow for some stuff, like doing platforms or room-over-room, wasn't so bad to me. With some practice I had it down to where I didn't have to think much to do it aside from tracking the...
The workflow for some stuff, like doing platforms or room-over-room, wasn't so bad to me. With some practice I had it down to where I didn't have to think much to do it aside from tracking the numbers I used to assign/label them.
Scripting though definitely falls into the realm of "holy shit this is way more than I expected" lol. It is kind of ridiculous how much testing the rocket thing ended up needing, turns out you can create all sorts of bizarre problems if the timing isn't right.
I would love to! But I only have a PS4… Doom may be one of the only games I still consistently revisit. I’m even trying my best to get through Doom64. Which is fun because it’s still Doom! Either way, I wanted to comment to just give you some hope that we are out here, even if we can’t help through a PC port. Let me know if there’s anything else I can do to help.
What style maps? I would be into multiplayer deathmatches again if I could get it running :)
Been playing GZDoom and been thinking about getting into Doom mapping for a while myself, I'd be happy to help! Singleplayer, co-op, or deathmatch (though I'm probably pretty terrible at deathmatch, lol). ^^
Once I get my PC up and running (hopefully soon,) I am definitely interested! I'll bookmark this ost and get back to you then!
I'll check it out. I've made some stuff for Doom/Doom 2 as well, will be neat to jump back in again. It'll be a bit before I can do it, once I have I'll edit this with some feedback.
Edit: Ok, I have returned.
Overall I think your design fits right in with what Doom normally does, and the layout of it was straightforward to me. The advice I have is to clutter it up; add little setpieces and gnarly hell shit to give the spots in the level some character. You can also use them to signal things, like if you wanted to add some secret spots and bonus gear. Doom's assets tend to fit together well enough almost regardless of what you do, provided you're just being consistent, and technical limitations are mostly a non-factor, so I say go ham on it.
With the level itself, there is a lot of red-on-grey which does get a bit disorienting after a little bit, so having some scenery in there will help folks keep track. There's also value in reworking the areas to which a player might backtrack - I don't think of backtracking as a bad thing in and of itself, but wherever it happens I do feel something new should be there if you're having to go back. Since the player is almost certain to come back to the central area, I say set up some traps for them and put them through some shit to get to the end.
Doom is a very straightforward game, so I tend to see it as an opportunity for showmanship more than anything else when making a level. There are very few folks playing 90's doom who are totally new too, so you can pretty safely crank up the difficulty of your encounters and folks will still go for it. As an example, for a final encounter in one level I did, when the player opens the door to the room, six invisible enemies spawn at the other end along with six rockets. The rockets hit those enemies the moment the door opens, so what the player sees upon entering is an explosion of guts and the Big Bad spawns right in the middle of it about a half-second later.
Another example, in another room I had a gigantic set of pillars all moving at different speeds vertically, across from a row of Mancubi firing at them. The player assumes when they enter they're meant to run along at the right time, and that strategy does work, but if they happen to fall down they'll notice a little island with a switch, which causes all the pillars to go level with each other and lift you back up to them, obviating the entire encounter really. Stuff like that, imo is fun - you think you're up for some tough shit and find a weird solution for it.
I went looking through my old stuff and found an old copy of a level I did several years ago. Here it is if you would like to check it out, it replaces the first level of Doom 2. There are a few issues with it, a couple of missing objects and a room with some texture errors, which I think are probably a consequence of me not updating it in a very long time. It's set up to be played on Ultra Violence, and is very much tuned for folks who've played a lot of doom. Each room was built around either a specific combat tactic, or a little puzzle of monster-slaying. For example, the archvile room is full of pillars, so that you can avoid getting hit despite being stuck in a room with two archviles. A room prior to that gives you a plasma rifle and then immediately spawns a horde of enemies just large enough for the ammo you have for it. You can choose, use different weapons and conserve, endangering yourself, or go ham with the plasma rifle and get out. The final encounter does have a bug too unfortunately - if you play, and get to the last room (you'll know it when you see it), there are some barons of hell stuck behind green walls - idclip and kill them, and you'll get to see the shapeshifting arena. You would probably do best to iddqd and idkfa to explore it, because the encounters are pretty tightly organized/it is meant to make you practice and I don't want you getting frustrated lol.
That's fair, and yeah if the goal is an old school layout then you've got it already.
I played those, and very much enjoyed them. The level definitely fits within, and in order to stick to their style for sure id scale back much of what I said. Some clutter to mark spots then is probably as far as I'd go.
I was kinda the opposite, I liked finding features and seeing what all was possible, because I felt those folks did about all I could want.
The workflow for some stuff, like doing platforms or room-over-room, wasn't so bad to me. With some practice I had it down to where I didn't have to think much to do it aside from tracking the numbers I used to assign/label them.
Scripting though definitely falls into the realm of "holy shit this is way more than I expected" lol. It is kind of ridiculous how much testing the rocket thing ended up needing, turns out you can create all sorts of bizarre problems if the timing isn't right.