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>> No.3691936 [View]
File: 287 KB, 802x1200, jrbase1.jpg [View same] [iqdb] [saucenao] [google]
3691936

>>3691218
When I make a map, I typically have two things in mind when I start - a basic theme, and a setpiece. This setpiece may just be a puzzle, or an encounter, or just a very specific room layout, but it generally sits at the center of the map with the rest of the level branching off from it. For example, the starting area of E1M2 is the sort of thing I'd consider a setpiece. I'm bad at explaining stuff, sorry anon.

From there, I largely improvise, but I'll also cheerfully delete entire areas and redo them using what I learned from the aborted first attempt as a sort of a "test run". I don't really do layout sketches. I probably should, though...

>>3691247
Doom maps are easy and fun. Here's a nice, detailed tutorial that'll teach you all the basics: https://www.doomworld.com/vb/doom-editing-tutorials/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/

>> No.3367506 [View]
File: 287 KB, 802x1200, jrbase1.jpg [View same] [iqdb] [saucenao] [google]
3367506

>>3367494
Planning is good. You don't even need MSPaint!

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