Sanek, on 20 November 2020 - 12:05 PM, said:
You know, despite that The Watchtower often tries to pose his own preferences as the features that every good vanilla 3DR-like map just got to have, I appreciate his opinions about stuff, really.
So I have a request of sorts:
I wonder if you (if you're reading this, Watchtower) can make a thread/list of a definitive features that every 3DR-styled (or whatever) map got to have in order the capture the expierence that the original maps have.
I know that it's been discussed billions of times in numerous post but it'd be cool to have the thread we all can refer to, in case we're lost.
Like, what kind of layout the maps need to have, the monsters/ammo ratio, the positioning of it all etc. It's obvious that you examined the original maps a lot, and some of this can be a good knowledge!
But don't push your own agenda, please. Just because Fernando made the episodes where every map is half-hour long and you don't like is your own problem.
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Thanks for your appreciation man.
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Being mostly a player and watching maps from player perspective, also using Mapster32 to analyse maps instead of creating my own might have helped to have my "sophisticated", and as ck3D said, "scientific" approach to level design and what should work with this game and what shouldn't.
However I want to elucidate one misunderstanding: when I say people should create classic style levels and episodes, I don't say they should use vanilla assets only. Most of my sentiments apply to every Build engine game, every total and partial conversion too no matter what graphic style you use. They also partially apply to Doom and other idtech1 games, as they are not that different. In fact, echoing MetHy's first point, to create new themes and visual/gameplay narratives (which is indeed a must for every level) it's a lot easier by adding custom stuff to your map, because with a few exceptions, vanilla only levels tend to end up in DTWID style lukewarm remakes with irrelevant extra details, or just a scatterbrained multi-theme works where micro detailing on environmental design take too much focus over adding a genuinely new experience. The reason is that most elements in the base game (art, effects, special sounds, interactivity types) are used in the original levels, it eventually dry up after the various map permutations that use them. It's not impossible to create great maps without adding new assets, Levelord's Sewer map might be a good example, but even these have to use a special theme, ie. that map use two layers, a city layer and a sewer layer with perfect 3D visualisation of their corresponding layouts. The only so-called """rule""" of mine with the additional art is that they shouldn't be ripped off from other games (other than LameDuke which assets are meant for this game), those more often than not looks awful. Team up with someone who can build good, fitting art, and it will work well. Ie. the art of Conrad Coldwood in both of his maps were fitting to Duke theme like a glove.
Another thing I have to add to MetHy's important sentiments (saved me a lot of letters mate!): Layout design is much more important than environmental design. Yes, I know Mapster32 well, placing pictures on walls or creating a seemingly nice spritework is much easier to do than creating a complex layout with sector over sectors, proper use of nonlinearity et al. The original authors' goal was to build as much 3D into the game as possible, that's why the team name 3Drealms come from. For example if they used a transport elevator, it didn't lead to just another random place, but often to a similarly constructed area above or below, Sewer, Derelict, Spaceport, Fusion Station are all brilliant examples of beautiful 3D visualisation and engineering art that is almost nonexistent in usermaps. The same goes to sector over sectors. What Derelict or even lesser maps like Hotel Hell did technically is just jaw droppingly awesome with the Build engine. This is however a much harder thing to do and it needs more skills than adding various details to the level as it needs lots of 2d layout legwork.
My main advice here is to construct your levels and themes on paper or in your head first before you start building them in Mapster32. From my experience levels that authors are building randomly end up being random levels. From this point of view it's clear that mapping is not always fun, and often it's really a job. It cannot be done without loving it and dedication, but my points above prove that random mapping without preset concept and avoiding the harder part of the level design (the 2D construction) is the "fun" part, but what makes levels really good is not always fun. Creating new art and concepts are also not easy. From this perspective, to answer your main question, the biggest asset you can have for your level is 1) talent, 2) utter dedication, 3) focus.
I echo the other points of MetHy, especially the one he said about limited texturing and limited monster placement. If you look at the original maps and see the texture selection with the V key, it seems even the bigger, more formidable maps (even the likes of Mirage Barrage and Golden Carnage) use only a limited texture selection. It just gives the level a character, and if you use keycards to separate the different sub-themes it gives a map a professional feel. The limited monster selection is not that important, but for example Blum very rarely used all the major enemy types in his levels, even a Golden Carnage type gargantuan map from 2016 dare to miss out the enforcers, the commanders and the newbeasts entirely. Also placing monsters thematically and not randomly is also a good thing, just look at Fusion Station, how the liztroops occupy the windowed parts, the enforcers the inner corridors, the drones the outside parts, the commanders the ending, the octas the infested sections. It's a textbook example of great monster placement. Hitscanners btw are better used in corridors than in open areas, as the game was meant to play with strafing being used around corners where an enforcer or a pig is there.
One important thing MetHy forgot: don't degenerate your maps into a random key and switch hunting. Common error in usermaps that you enter a big outdoor place, the random inner places are closed, you just have to find that one specific open one to get the first key, go the the second one, get another (or push a button which is really a keycard in disguise), kill the spawning monsters, repeat. That's tedious. In the base levels the keys weren't there to drag the gameplay unnecessarily. They often separated different segments and sub-themes. Also in the base game, the blue key always came first (exception being Occupied Territory), and the red key is usually the last, and the red key also serves as an alarm of a more dangerous place coming. That's not a rule though, but certainly helps the player to navigate well in the map and always feel his advance.
Also don't be afraid of linarity. Nonlinearity is good, but it's interpreted badly in usermaps quite often. Nonlinearity is NOT meant to confuse the player. When we install the map, we want clear narratives, where to go next for example. Adding interesting secrets and hidden secondary routes are great, also interconnecting the parts in some ways adds a lot to the 3D experience. But the map shouldn't be a sprawling confusion. If you want to see a brilliant textbook example of how to mix linearity and nonlinearity, play The Castle's Doom levels in NRFTL or the underrated Redemption of the Slain map. He is a master of creating "8" shaped structures, where you always move forward, never backtracks, but constantly revisits old areas in your advance. He is also very clever with keycard placing: you need to find a key in your process, but you often see it earlier (it's in a ledge for example) and when you get it, you don't need to backtrack: the door is very close to it. That's not a rule, but a great example of pro design. When Castle used a rare example of backtrack keycard, he provided an alternative route to the door with a BFG weapon as a reward! His Doom maps are really Build/Duke maps in idtech clothing. In Duke you can create clever nonlinearity with more elements, like sector over sectors too.
And finally: don't drag you maps too long. If your map is bigger than a net 10 minute gameplay, ie. Dark Side, Derelict, Sewer, you should use sub themes with using keycards, transport elevators or such. Players can get bored if they play the same thing for too long. That's where most Doom megawads fail. They just repeat the same thing only by adding more revenants and archviles in every level. That's not very fun.
This is my input now, as an addition to MetHy's inputs and ck3D important advice, as you learn the DNA of the base game the best if you analyse them in Mapster32.