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>> No.6163878 [View]
File: 453 KB, 506x609, invulnerability.png [View same] [iqdb] [saucenao] [google]
6163878

>>6163751
https://www.youtube.com/playlist?list=PLXWZ-mE5FEDJ9_bjcovlQoMF6wkkEYpa6
This isn't exactly a college course in level design or anything, but if you pay attention to what they're saying, you'll get some ideas about level design.
Fairly long winding, so maybe watch just an hour at a time or so, while eating dinner or something.

Anyway, think of some of your favorite maps ever, not just for Doom but for all first person shooters; what made these maps so fun to play that made you replay them over and over?
Were the enemy encounters a fun challenge? Was there fun exploration? Did the progression flow naturally? You should evaluate what you think is a fun level to play and then try to analyze how to make something that plays kinda like that.

Something you can do as just a simple newbie project is to think specifically of the levels you thought were the most fun to play in Doom and Doom 2, and then make a very short episode (like way less than 10 maps) where you try to make something that isn't exactly like those maps, but which have similar gameplay. Be upfront about the inspiration, people gotta start somewhere, don't be afraid to wear the influences on your sleeve, remember that Plutonia is regarded as one of the best mapsets of the 95/96/97 era, and if you look at Plutonia, you'll see that Dario and Milo took quite a lot of inspiration from Doom and Doom 2, just making it a lot harder and going for their own aesthetic.

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