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>> No.6840235 [View]
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6840235

>>6840025
A good newbie experiment is to think about some of your favorite iwad maps, which do you think look the best, which do you think are the most fun to explore, which do you think have the most fun combat, etc. Then make a couple of maps in a short little minisode (2 or 3 levels), where you combine and mix the concepts of those things.

Something that I found fascinating when making 2048 maps was that the 2048 constraint was actually pretty focusing; I knew I could only make a map so big, and I could never get carried away and just work on the map forever and ever, because sooner or later I would start running low on space (yet you can actually fit a really decent lot of level in there), so I had to wrap the thing up, and conscious of that, I would have to also kinda plan the map in my head, maybe not the entire way in all of them, but be at least a few steps ahead.

So perhaps make a few 2048 levels based on some of your favorite parts of Doom, Doom 2, and Final Doom. You wouldn't even need to publish it (but if you think they're fun, go ahead), you could just use it as an exercise in getting into a mapping mindset.

>>6840201
Well, by definition it's not critiquing his work, it's critiquing his person, which there isn't necessarily anything wrong with doing, but it doesn't tell him (or others) what he does right and what he does wrong, in terms of design anyway.

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