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>> No.8947071 [View]
File: 65 KB, 518x439, kindum hurts.png [View same] [iqdb] [saucenao] [google]
8947071

>>8947026
I treat rooms in Doom like I treat any other element of gameplay: by following the Rules of JRPG NPCs.
>Any NPC in a JRPG, when interacted with, must be one of the following:
>1. Developmental (Helps the player achieve their in-game goals, e.g. giving items or starting a battle)
>2. Informational (Teaches the player about gameplay or the setting)
>3. Humorous (Makes the player laugh, if all goes to plan)
So for me, it doesn't matter if I plop-down a bare-ass rectangle to start with. I can refine that rectangle to serve on of the above three purposes, and once I'm satisfied it does that, I can move on to the next room. Finish the level, go back and polish/refine. Maybe some rooms feel same-y at first, but I like to get a map layout done before I bother worrying about that stuff anyway. That's probably why my detailing/texture usage is uniformly criticized.

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