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- Before you start reading, keep in mind that every rule has its exceptions. You don't
- have to do anything in any particular way. The only real limitations you have are
- your own creativity and imagination. Making a Doom map isn't solving a quiz or
- ticking things off a list.
- Ultimately, the rule of thumb is if you do something, do it tastefully and keep
- it fair for the player. A player should triumph through their skill and their
- reflexes. Also keep in mind that no amount of reading will make you a good mapper.
- You need to practice. The intuition that comes from experience will be your best
- guide, not a set of hard rules or a checklist.
- ==========================WHAT MAKES AN ENCOUNTER FUN?==========================
- I'd say what makes an encounter fun is how intense it is. Shooting demons is only
- fun if you're in danger. You get intense encounters by forcing the player out of
- their comfort zone. If they can just hover around a room's choke point and safely
- clear it out, then they will.
- The other thing to keep in mind is encounters should have multiple solutions for
- the player to use. If your encounter has only one strategy, the player is going
- to get bored. Give them multiple ways to deal with something.
- Also, you have to consider where the player will retreat to. If they're getting
- overwhelmed in a particular location, their first instinct is to run somewhere
- safe. This is why doors are important in DOOM's map design. They delay players
- when they're retreating. Same with lifts and elevators. One way trips are a more
- extreme version of this. Not only do you cut off potential areas to retreat to,
- but you also cut them off from pickups/powerups.
- Extremely narrow spaces have their niche in level design as well. TNT's Heck has
- you wander through a thin maze, at one dead end you find your key,
- and then Milo lets loose an Arch-Vile on you. That's an INTENSE encounter, you have
- the space needed to block his line of sight to not die, but you're forced to deal
- with him in an absolute hurry because he WILL sear you and/or raise the
- monsters you just worked so hard on killing, and you can't run from him.
- A good encounter isn't just player + enemy. It's player + enemy + environment.
- How deadly an enemy is depends on the room they're placed in. You can make a cyberdemon
- a minor obstacle depending on how you arrange a room. Or you can make an archvile
- an annoying unavoidable obstacle by giving the player nowhere to hide. Which
- brings us to our next point.
- ==========================IF I CAN'T RUN, I WILL HIDE==========================
- If a player can't flee from a room, the next thing they'll do is look for a place
- to take cover inside the room. This is especially important when using enemies
- like chaingunners, archviles and arachnotrons. Cover should never make a player
- feel too safe, however.
- Cover can also be something as simple as an enemy shooting from above or below
- not being able to get a bead on you due to the floor or ceiling of the space you're
- in being in the way, so the enemy is a hazard to you if you stray from certain areas.
- Cover is either a thin spot that can only be used briefly, or it's a spot where the
- player will get trapped/cornered if they stay too long. Cover can also be something
- as simple as an enemy shooting from above or below not being able to get a bead on
- you due to the floor or ceiling of the space you're in being in the way, so the
- enemy is a hazard to you if you stray from certain areas.
- ==============================ELEVATION AND ANGLES==============================
- This is another important part of designing your encounter. At any given point
- in a room, where can a player be attacked from? This also ties in with how you
- place cover in a room. Elevation also allows you to increase the pressure on a
- player, as a particular threat on a higher elevation will be able to fire over
- other enemies and still reach the player.
- Elevation, however, can also be used to make particular monsters less threatening.
- Let's take the revenant, for example. Its homing projectiles will most likely
- crash into the ground when it's on a higher elevation, making them less dangerous.
- Trapping an archvile on a platform can also limit the range it can attack the
- player, creating a blind spot in a certain area below its platform.
- ====================================LIGHTING====================================
- While lighting can be used to set the mood for Doom levels, they have a much more
- important role in creating contrast in the environment. By contrast, I mean lighting
- is used to make particular objects and locations pop out against darker lit areas.
- For example, it's used to make switches much more visible in environments where
- they would otherwise blend in, as well as doors and other important locations.
- =========================THE CONSISTENT USE OF TEXTURES=========================
- In DOOM, particular textures are supposed to convey information to a player.
- For example, if they see the red skull texture, then they think they need a red
- skull to activate a particular object or door. If they see a door texture, then
- they will think they can activate that door. It also has door textures which aren't
- used on doors, so if the player sees it, they already know not to waste their time
- trying to open it.
- DOOM 2 did use the door colour strips for some other objects, such as bars you
- can raise when you have the red key. This is okay too.
- A common mistake with new mappers is using these textures inconsistently. Let's
- say you had a level where there were multiple doors in a single room. Each door
- looks exactly the same. Naturally, the player is going to try and use every single
- door until they find the right one. 95% of these doors don't lead to new rooms,
- they're just walls with a door texture.
- Some worse examples I saw were using textures that weren't door textures at all
- for doors, while the doors themselves had nothing indicating they were even there
- (no indent, no use of lighting, just a flat plane). How is a player supposed to
- know it's a door? (I'm looking at you Prodoomer, you unholy abscess of a wad)
- There is also elevator textures. When the player sees these particular textures,
- they will presume that there is an elevator there and they will try to use it.
- tl;dr: Use textures consistently and use particular textures to convey information
- to the player.
- ========================GEOMETRY TO CONVEY INFORMATION==========================
- Changing the geometry of your room isn't just about how it affects encounters.
- Another important thing to consider is how you use geometry to convey information
- to the player.
- For example, we have a switch. We want the switch to be more visible to the player.
- So we create some geometry for the switch to stand out. You can also create indents
- in walls to make switches stand out more.
- Let's say there is an important object in your room somewhere. A key, a powerup,
- a weapon pickup, whatever. If you want the player to notice it, giving its own
- geometrical pedestal in the room will make it pop out way more.
- Colour strips can also be used to communicate what a switch does. i.e. I hit a
- switch with a red door strip and it opens a door with a red door strip.
- tl;dr: If you want the player to notice something, use geometry to make it stand
- out in the room.
- ========================WHAT DID THE FUGGING SWITCH DO?=========================
- Now, this is one of my all-time pet peeves of map making. I go up to a switch, I
- use it and it does something. What is that something? That's the problem.
- When you have a usable object in your map, it should be immediately clear what
- it does. If it opens a door on the other side of the map that's tucked away in
- a tiny corner, I'm going to be angry in ways I can't describe here because Pastebin
- has a built-in profanity filter. I wish I could punt Pastebin in the coont.
- If you want the prime example of this problem, play Prodoomer. You'll be wandering
- around, feeling like a drooling lobotomy victim and not knowing what the switch did,
- even as you look through the same rooms over and over again. Probably the worst map
- for this shit is Map 09: Communication Base. The level consists of you running back
- and forth between eight identical rooms, hitting switches which don't seem to do
- anything at all. It turns out you need to hit EVERY SINGLE SWITCH in EVERY SINGLE
- ROOM, THEN press a switch at the very top of the level.
- tl;dr: If a switch does something, the player should be able to see, hear or
- somehow know the something it did.
- =========================SIDE ROOMS - MAKE THEM MATTER==========================
- A lot of bad wads I saw like to have tons and tons of side rooms the player can
- visit and sell themselves as 'nonlinear'. The majority of these rooms serve no
- purpose except to get the player lost and waste their ammo. A player should never
- feel like their actions don't have any meaning or purpose. If they go into a room,
- that room should make them feel like it was worth their time.
- Just look at E1M1 of DOOM. The first side room you encounter in the entirety of
- DOOM has a green armour pickup, the only one in the entire level. It also has a
- secret switch that allows you to go get the blue armour instead. In higher
- difficulties, it's also where you can grab a shotgun. ALL OF THESE THINGS
- ARE WORTH THE TIME INVESTMENT.
- If you have a side room with three enemies in it, two 1% armour pickups, three
- health vials and nothing which helps the player progress through the level (a switch,
- a new weapon, a strong pickup), then you might as well delete it.
- ===========================COPYING AND PASTING ROOMS============================
- Don't do this. A player will notice it right away. They won't like it either.
- There are a couple reasons why you shouldn't.
- First is clarity. Each room in your level should be distinct, so the player doesn't
- get lost. When it's literally the same room, how are they supposed to know
- where they are? Don't say the automap, because if a level needs the automap
- just to be playable, then it's a bad level.
- Second is predictability. If the player already knows what happens next, then
- they're going to lose interest. You have to keep them engaged and keep surprising
- them.
- Third is pointlessness. If a player has already cleared a room and encounters
- another room exactly like it, they'll go 'But I already beat this room, why should
- I do it twice?' They will think it's pointless padding. Which it is.
- ====================GZDOOM AND YOU: THAT'S A LOT OF FEATURES====================
- If you're a bit more familar with the Doom modding scene, you've probably heard of
- GZDoom by now. You've probably had a look at ZScript and it probably makes zero sense
- to you. It still doesn't to me. It's all a bit overwhelming and you probably feel
- like if your wad doesn't use these features, it's not worth playing. The thing about
- ZDoom (and GZDoom) is, while it's technically impressive, many people get hooked up on
- using these advanced features and make glorified tech demos, rather than stuff that's
- fun to play.
- I'm not saying that you shouldn't touch GZDoom or shouldn't try to use its more
- advanced features. Just keep in mind that you should understand the fundamentals
- which make Doom fun to play. Good level design and enemy placement are both timeless.
- They will make your maps fun to play twenty years from now. Sharting ZDoom features
- all over your wad, while it might earn you accolades from certain communities, can't
- compensate for bad gameplay.
- =================================SOME QUESTIONS=================================
- 1. What can the player see?
- 2. Where will the player go?
- 3. What obstacles will the player encounter?
- 4. What tools does the player have at their disposal?
- 5. Where can the player retreat to?
- 6. Where can the player take cover?
- ================================START PRACTICING================================
- I could sit here all day writing shit about how to make a good map, but the only
- way you'll improve is by practicing. Don't be afraid to put your map out there
- and ask for feedback too. Feedback is the sandpaper you'll use to polish your
- skills. It's gonna be rough and hurt like a bitch sometimes, but it'll be
- worth it in the long run.
- Good luck, Anon. I'll also play your map if you ask me to.
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