Doom Mapping

Do (you) still make maps in doom or other games?
If yes, why?
If no, why not?

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  1. 2 years ago
    Anonymous

    I don't do it out of laziness because I know how to use GZDoom Builder well enough to make an "OK" level, but when I notice that it took me 3 hours and I barely finished the first two rooms I just give up. I think a good level by today's standards requires several weeks of work if you can set aside a couple of hours a day, and that is just too much for me.

    • 2 years ago
      Anonymous

      well, for mapping i recomend to make a concept sketch for easier mapping.

  2. 2 years ago
    Anonymous

    no, because zandronum is fricking dead

    • 2 years ago
      Anonymous

      Was zandronum that big?
      I think most maps made now are just for singleplayer stuff or challenge runs right?

      • 2 years ago
        Anonymous

        >I think most maps made now are just for singleplayer stuff or challenge runs right?
        played mostly by the same three troons

        • 2 years ago
          Anonymous

          that sucks if troons are taking over mapping, I just do it now and then because I think it's neat

    • 2 years ago
      Anonymous

      zandronum was fun before everyone started playing those lame megaman maps

  3. 2 years ago
    Anonymous

    I do sometimes cause it's fun but I don't think I've finished a single map I've started on

    • 2 years ago
      Anonymous

      Don't worry anon, I'm the same.
      I started this 3 map set this time last year

  4. 2 years ago
    Anonymous

    This would make an interesting pinball machine

    • 2 years ago
      Anonymous

      Well I suppose with the way you're meant to route through it you are kind of pinging back and forth lol

  5. 2 years ago
    Anonymous

    I join in on /vr/ mapping project sometimes

    • 2 years ago
      Anonymous

      What are those like?
      Never joined in on a mapping project before, I just picked up doom mapping because it seemed kind of fun

      • 2 years ago
        Anonymous

        They're pretty fricking good.

        2048 units is great.
        https://rentry.org/8ca3061522e0

        • 2 years ago
          Anonymous

          I just drew out a sector to test that restriction and wow that's not a lot of space.
          I'll check out the map pack in a sec but I guess most levels will either just be very short or very vertical?
          I have no idea how I'd start making a map for this.

          • 2 years ago
            Anonymous

            Well, you can't make a very "vertical" map since you can't put a floor above another floor, but with that space you can do a lot of stuff:
            Switches that open doors on the other side of the map to a switch that opens a door on the other, other side of the map so you backtrack past a newly opened monster closet to press the switch that lifts you up to a floor that used to be a wall that separated two clearings and you follow it to press another switch that brings you underground to another ambush and yadda yadda, the trick is to maximize the space.

            • 2 years ago
              Anonymous

              Just looking at that first map and it looks very cool.
              I think I'm still firmly a beginner mapper because some of these stairway and rock formations have just never occurred to me despite their simplicity.
              I think I also have difficulty gauging a correct number of enemies/things in a room. This might just be an experience thing, idk

  6. 2 years ago
    Anonymous

    One fun thing is creating levels for that version of PRBoom with ray tracing. The fun part is that you have to completely ignore the engine's sector-based lighting and use real-world solutions like placing windows in the right places, lamps, torches, textures that emit light, etc.

    • 2 years ago
      Anonymous

      Trippy as frick

    • 2 years ago
      Anonymous

      seeing stuff like that corner platform make me want to make this 3rd map in udmf format for the 3d floor stuff.
      How easy is it to make that kind of thing in that format? Do you still need to do hacky sector referencing to do stuff like bridges and whatnot?

  7. 2 years ago
    Anonymous

    I just think runescape maps would be great for TTT

    • 2 years ago
      Anonymous

      Are you the guy that did Varrock Palace? That shit was kino.

      • 2 years ago
        Anonymous

        I am, glad you liked it anon

        • 2 years ago
          Anonymous

          It inspired me to try doing Lumbridge, but I quickly found myself confounded by getting the proportions right. Do you somehow extract the map data or just eyeball it really well? Also, are you importing the props or are they all brushes?

          • 2 years ago
            Anonymous

            in varrock, most of the props were either brushes converted to props or props stolen from ttt_lumbridge that some guy made
            in draynor manor, i've actually gotten around to exporting and importing the models from the game itself.
            For proportions, I just roughly measured each tile to be around 56 hammer units, but 64 could probably be safer.

            • 2 years ago
              Anonymous

              Thank you senpai, I will endeavor to not use this knowledge for evil.

              • 2 years ago
                Anonymous

                be as devilish as you desire as long as you make good content

        • 2 years ago
          Anonymous

          What kind of mapping is this? Is it custom runescape stuff or is it runescaped themed stuff for something else?

          • 2 years ago
            Anonymous

            runescape maps in source engine games

            • 2 years ago
              Anonymous

              that's fricken neato anon

        • 2 years ago
          Anonymous

          link?

          • 2 years ago
            Anonymous

            https://steamcommunity.com/sharedfiles/filedetails/?id=2380729792

    • 2 years ago
      Anonymous

      Underground Pass map when

      • 2 years ago
        Anonymous

        maybe when that guy publicly releases his full world geometry extractor for runescape I cant be bothered to touch the funny caves

        • 2 years ago
          Anonymous

          WTF

          • 2 years ago
            Anonymous

            I definitely thought about it as a deathrun map though so maybe someday

  8. 2 years ago
    Anonymous

    I'm currently working on a set of maps for the Turok 1 remaster.
    I wanna also start a map for T2.

    • 2 years ago
      Anonymous

      Is that in unreal 1 or 2? What's mapping for those games like, I have no idea what tools you would use

      • 2 years ago
        Anonymous

        Turok 1 and 2 have a level editor/maker.
        Google kex editor.

        • 2 years ago
          Anonymous

          The interface doesn't seem too bad but something about trying to map in it seems a bit nightmarish compared to doom.
          I think I'm too used to the engine handling stuff like walls for me

          • 2 years ago
            Anonymous

            It's pretty simple once you get the hang of it.
            What becomes a pain is coming up with ideas for a map.

  9. 2 years ago
    Anonymous

    I did for a time. I made three maps (they weren't that good). I liked parts of it but overall I found it to be an annoying experiance. I guess I should have gotten into it at a younger age when I had more time. Right now I'm just trying to get more writing/reading done so I can't spend as much time on mapping as I would like to get over that begginners hump. If I ever finish any of my projects and have some time I might get back into mapping. I do love pissing off my friends with them.

    • 2 years ago
      Anonymous

      Reminds me that I need to get better with connecting my rooms.
      Coming up with interesting room shapes and sizes is one thing, coming up with interesting ways of connecting them is another. I've tried going over the original doom levels to try and understand it but I can't really grasp it so I often end up with boring rectangles connecting everything.

      Picrel is my current design for my third map but I feel like I should either fix the corridors or come up with something a bit bigger for the final map in the set.

  10. 2 years ago
    Anonymous

    Not anymore. I used to make them on my old laptop because I had DB2 installed and it was fun.
    Now on the new PC I haven't even installed doom because it's a whole mess of different WADs, source port dick swinging and I can't do a believable arizona desert like in Half Life.

  11. 2 years ago
    Anonymous

    I was trying to make quake maps for some time since TrenchBroom is a great editor, but I am just so sick of the look of quake itself.

    • 2 years ago
      Anonymous

      Would that not be when you start trying to use custom/different textures and models to change things up?
      I guess some of that would be too much effort depending on how much you want to move away from the default

  12. 2 years ago
    Anonymous

    GORGIASS

    • 2 years ago
      Anonymous

      terry wads improved doom 1/2

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