![]() ![]() I get the impression that a lot of the Doom community doesn’t much like city (or “sandbox”) maps, and whether that’s correct or not, this is my response to them.ĭoom is fundamentally a creepy game. I did eventually find music I liked, though: “Back in 1982” by warlord, if you want to give it an independent listen. The very first thing I did was look for background music, in the hopes that it would conjure some inspiration. It’s still nowhere near as good an opening shot as Downtown had instead it serves as a reminder of that map. This, then, is something of a tribute to the Doom II map that’s most memorable to me: MAP13, Downtown. Sandy designed more than half of Doom II, and his maps are generally chaotic and sloppy and gimmicky. I took inspiration from Sandy Petersen here, rather than Romero. You could argue that I failed spectacularly with this opening shot, and you might be right. I’ve compared level design to composition in visual arts before, and that’s a large part of (my limited understanding of) composition: arranging your work to guide the viewer’s eye through the important parts. The “opening shot” of every part of the map should give the player something interesting to look at. I realized, over the course of building this map, that that’s not enough. One thing John Romero said in his IGN interview/playthrough really stuck out to me: he always tries to design the opening shot so that the player has something interesting to look at. I also know that I said rather a lot of this before, in the design part of the Doom series, but oh well I’m saying it again. ![]() I tried playing normally, but I kept getting wrapped up in shooting things and forgetting to actually take screenshots. Oops. Most of these were taken with notarget (which makes monsters ignore you) or freeze (which pauses all object AI). I’m structuring this as though it were real developer commentary: I ran through the map in normal progression and took screenshots of interesting things as I went. (It’s in an alcove all by itself.) The city My map is MAP32, Throughfare, which you are welcome to try finding in the overworld hub map. You can also play the full mapping project, which was finally released on April 22, 2016. You can just drag it onto ZDoom to play it. If you don’t know what that is, don’t worry, just grab the latest ZDoom.Īlso you will need my map, of course. Per the project requirements, anything based on ZDoom 2.5+ should work, including Zandronum 2.1.2, if that’s of interest to you. Recent ZDooms will even automatically find Doom II, on any platform, if it was installed by Steam or GOG. Slick. I covered getting those in the first Doom mapping post, and it still applies. How the fuck did u make this map in a week DID U JUST LIKE NOT SLEEP ALL WEEKĪnyway, you will need ZDoom and Doom II. If you’re not sold, here are some rave reviews: Or if you don’t care about combat and just want to tour the map, you can play with no monsters, or do kill monsters in the console, or use freeze to freeze them all, or notarget to make them ignore you (unless you shoot them). It does support difficulty levels, and in the style of Doom II, the map is practically barren on easy. I’m going to spoil the progression as well as most of the secrets, and some of this may not make any sense if you haven’t seen it. ![]() If you have any intention of ever playing my map, you should do that before reading further. I’ve described the course through the map as I go, and I’ve tried to include some context for people whose knowledge of Doom is only “you shoot monsters”, so I hope it’s at least a little accessible. I put a lot of thought into it - or tried, anyway - and have a lot to say about it, so this is my developer commentary. Results: pretty good! I’m pretty happy with it, and a few people have played it and enjoyed it. I spent six straight days doing virtually nothing but working on this Doom map. So when the Doom Upstart Mapping Project 2 was announced, with the goal of just getting something done with the short time limit of a week, I figured I should give it a shot. More recently I’ve actually made a few maps that got as far as having an exit (!), but I never really finished them, and I haven’t published them anywhere. I started a good few maps when I was a teenager, but I tended to get bogged down in making some complicated contraption work, and then get bored with the whole idea and lose interest. I’ve been… orbiting? the ZDoom community for over a decade, but only really contributed in the form of minor wiki edits and occasional advice. Despite spending 29,000 words explaining why and how you should make a Doom level, I’ve yet to actually publish one myself. Yes, dear readers, I have a confession to make. ![]()
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