Dude, this video is great, and your tips are useful. I'm going to link this on my own "tips for new mappers" video.
@MsTatakai4 жыл бұрын
For sure!! I've never posted a wad because of huge mistakes i keep doing... doing map after map trying to perfect the map ... sadly i gave up because i had no guts to continue =/ i also know no one who wanted to test my level design so that made me to really give up on creating the map on a 4-6 months of work
@Cringyguy_815 ай бұрын
Hi doom kid your videos are cool, you helped me to learn .deh patches, and how to use SLADE good
@BiodegradableYTP4 жыл бұрын
Excellent video, Joe. A really good companion piece to Doomkid's video.
@DoomKid4 жыл бұрын
When I first saw this, I was worried I would just be repeating the stuff Joe said months earlier.. but it turns out our points were both completely different, which is great!
@SaltyKeldion4 жыл бұрын
I _immediately_ recognized two maps you cited as mistakes. 😂 I'll keep this video on a list when I feel the urge to do some mapmaking!
@joeilya4 жыл бұрын
Were any of the maps made by you?
@SaltyKeldion4 жыл бұрын
@@joeilya No, those all came from TNT Evilution. I thought that wad had some outstanding levels that were, unfortunately, overshadowed by problems in 08, 22, and 27.
@joeilya4 жыл бұрын
@@SaltyKeldion Ah, I thought you were referring to screenshots of ppl's first maps, and yeah, TNT has some gems in it, I like quite a few of the maps.
@OblomSaratov3 жыл бұрын
Am I the only one who actually likes Administration Center?
@mrlucas90723 жыл бұрын
@@OblomSaratov no, I like administration centre also. It has a feeling of epicness, even if it's a little too long and tedious.
@htidujrevalliv22982 жыл бұрын
the reason i use zdoom instead of doom is because it has all the textures in it
@SinCity21002 жыл бұрын
Wow, a Decade ago when I was a beginner I aimed for a Megawad, and I ended up tiring myself out, I made the entire Megawad on ZDoom as well, I was very over-ambitious when I made my first Megawad before GMP, and I ended up botching a lot of things in it, after I was done, I submitted the game to the Archive, it didn't make it to the Archive and perhaps it was for the best, I took Haitus for about a year before finding myself back into mapping for community project and I learned a lot of things, and I made a successful attempt at making a Megawad this time..
@JediMB3 жыл бұрын
I think I'm good with points 2 and 4. 5 should be a no-brainer, and I'm already doing 6 with with friends and family. As for 1 and 3? My first map is a lot like my "first draft" of an essay back in school. Something I iterated on and tweaked from the moment I started until was happy with it. (Although for essays it was usually all done in an evening or two, right before the deadline.) I'm also well aware of that a megawad is overdoing it for a first Doom project, but that's just the type of thing I have to do to get myself excited. If I get bored with the process before it's done, I'll just release it as-is (maybe just to my friends) or save it for later. I just know I've accomplished more with Doom Builder 2 this year than I ever did with either Deathmatch Maker 1 and 2 back in the late 90's.
@joeilya3 жыл бұрын
An episode is just as exciting to make as a megawad and there's less of a chance you'll run yourself dry.
@JediMB3 жыл бұрын
@@joeilya True. Now, I ended up switching from Doom to Doom 2 early in the process, because I wanted access to the Earth-based textures, but I figure I can just cap off the scenerio whenever I want. Maybe even use one of the text screens as an epilogue if the levels line up well.
@joeilya3 жыл бұрын
@@JediMB You can also put an ending map at the end, so that the player doesn't abruptly end up in a stock Doom II map.
@zloboslav_4 жыл бұрын
Thank you for sharing these were very useful :)
@melo-79042 жыл бұрын
another thing for 3. if going for multible maps in a wad go for a episode (6 to 10 levels per episode depending on length and if you want go with a style especially if you decide to expand it into 3 or 4 episodes cause you want consistency) and not a megawad
@computerhobbyists30702 жыл бұрын
I have to disagree about not submitting your first map and submit your second instead. If you submit your first map, you may get feedback from gamers you can use to improve your later maps.
@PedroSeidelSinger7 ай бұрын
I always wanted to begin creating WADs. Such videos help a lot and motivate me to start doing it 🙂 My approach is to write a small script with the 30 og Doom II levels, like a sequenced story, and draft them first in paper. Only then, I'd start designing them for the game.
@HexenStar2 жыл бұрын
I'd say that while these are all reasonable to suggest, most of them don't deal with mapping per se, but rather with mod-maker's personal evolution. Yet i'd mention the importance of understanding the game's and otherwise aesthetic basics: thematic design, color design, architectural design and alignment (TEXTURE A-L-I-G-N-M-E-N-T!!!). Practicing building separate structures and adding detail to make them look good. Through that, developing your personal signature style. That would come in handy, both stylistically and in creating larger projects. Next, getting an understanding of battle design: which enemy, when, where, how many, - and most importantly: why. I have seen and played too many maps which simply rain down monsters for the sake of numbers, something that imho - i find instantly boring. Megawads require planning. Yes, on paper. Conceptual designs, themes and what features, details and assets to use in each episode. Experience is pretty much a requirement here. 1) Basics ---> construct ---> cool construct ---> thematic construct ---> map ---> cool map. 2) Sector ---> complex ----> map ----> plan ----> episode ---> hub ---> plan---> mega-wad. 3) Shooting gallery ---> ambush ---> escalation ---> multi-ambush ---> trap ---> battle design. A note on secrets. Yes, "hump the walls" is an outdated concept, however - it became popular and popularized by ID Software themselves, - due to Wolfenstein 3D and the games based on ID-Tech1, as well as by the plentiful clones of these at the time. Gradually, this became more refined when the secret walls became differently textured, rewarding observation and attention. Whether it is good or not, we'll leave this open, as far more genial creators than any of us - have successfully implemented this concept. What i would like to emphasize, - is that whatever kind of approach to secrets one may choose: the time spent looking for it - should not outlast the time spent killing monsters. At least, not by much. If you clear the level in 5 minutes - and then look for secrets for 45 minutes - this is a design-disaster. Well, unless your levels look like "Plague Tale" and you take selfies next to it :-)
@AstroooooX3 жыл бұрын
I just recorded my first gameplay of a level I built from scratch, I'm so proud of myself lol
@Zulk_RS2 жыл бұрын
I wish I had this video when I started. Because I have made all of these except for tips 5 and 6.
@broyOfThisGym6 ай бұрын
Romero breaks the 4th rule over and over again in Sigil 2.😂😂
@Bit_Crust11 ай бұрын
In summary, start off your mapping by making a good vanilla Doom compatible *single map* WAD, and then keep it to yourself. Make a second *single map* WAD on whatever subject you please and try to apply what you can glean just from your very first effort, keeping an eye on the variance of your secrets. When it's done, publish it with a measured fanfare and screenshot, including whatever information is typical to include, and be ready to receive a whole lot more information, potentially very negative in tone. That said, I am currently working on my first WAD, nothing special as far as I have planned, it is literally my house, and also "literally MyHouse." By that I mean that I will be borrowing heavily from his technique in order to create a similar, though markedly less creepy experience. It will have a few side paths branching off of a morphing hub house until you finish the map. I want to be upfront about this because although "my real world house but in video game with a bunch of secret rooms that don't make sense" has been a dream of mine since I was young, it was MyHouse that approximated my vision before I ever gave an effort to make it so, and also revealed that making something of that sort is not at all a pipe dream. I don't mean to knock the ingenuity behind MyHouse in any way in saying all this, as without it I'd still be sitting on my hands because I would never have imagined ZDoom able to do all that. I owe him the project, whatever it will be worth. The point of making the WAD is to get my bearings, though I do want it to be something worth publishing, fun and visually interesting, maybe a tad trippy, with plenty of monsters to shoot with varied guns. I'm not sure why I'm posting this, aside from a statement of intent and defiance of the specific advice not to publish your first WAD. Everything else I thank you for, it's important meta-learning for handling your debut, and in that regard it seems very well made and it all certainly appears sound. See you when I dox myself for a WAD :P
@HardwareFahrrad3 жыл бұрын
I can barely understand a single word...
@Luccimatic2 ай бұрын
Where do people submit maps?
@Cringyguy_815 ай бұрын
Thanks a lot!
@tj715204 жыл бұрын
all the cacowards and all the babes? LOL.... :)
@joeilya4 жыл бұрын
That's what I was thinking as a 13 year old.
@dawidwolak49874 жыл бұрын
Great tips, but audio quality is just bad.
@joeilya4 жыл бұрын
Care to elaborate please? I'd love some advice.
@dawidwolak49874 жыл бұрын
@@joeilya Your voice isn't very clean forcing me to focus really hard and increase volume to understand what you're saying. Really good insight on making maps though.
@joeilya4 жыл бұрын
@@dawidwolak4987 That may just be my fault and not the microphone's, I'll have to speak louder and clearer with proper pronunciation, and a little slower next time I make such videos.
@Blitz1Blacktail13 жыл бұрын
In general this is true. However, if you know what you're doing (either due to past experience in other map engines or experience in other fields), some of the points can be taken with a grain of salt. Nevertheless still points you have to keep in the back of your mind. For Megawads as an example, it may be a lot more doable for yourself to be a lot more episodic about it if you're that motivated to craft one of these beasts, as well as making your maps a lot more cohesive overall. Heck, playing Amid Evil recently made me realize I even liked shorter episodes more compared to the traditional formula as the theme was well explored after 3 well-designed maps without lack of ideas, and thinking about it, most of my favorite Doom experiences were kind of like that. It's kind of motivating for me actually, to be able to emit some short bursts of creativity without burning me down, kind of how I'm handling my art projects nowadays.
@T3sl43 жыл бұрын
MM2 music remix? This is sick
@Luccimatic2 ай бұрын
Frankly, if people are not playing your Maps because they refuse to play on Zdoom and they only want to play on the other source sports it’s like dude it doesn’t take that much room on your computer. It doesn’t interfere with the other source so why would you not be using it on purpose, and then complain that you can’t play peoples maps? I play on GZDOOM when I’m playing with mods and I use chocolate when I just wanna play regular doom. So I don’t really get why compatibility is such a weird issue. People should be getting used to multiple source sports.
@mrcowboyzombie3 жыл бұрын
2nd point rip for me xd
@illyay13373 жыл бұрын
Nice Name bro
@Hayden493 жыл бұрын
I'm breaking rule 3
@joeilya3 жыл бұрын
These aren't rules, I specifically said that it's tips, not everyone can make a megawad as one of their first wads, you're not going to prove me wrong by being a rare exception. EDIT: Good luck.
@Hayden493 жыл бұрын
@@joeilya ok thanks you seem cool
@Hayden493 жыл бұрын
@@joeilya yeah you are right I can't make a megawad. They were all trash and I quit when I got to map 15, but a couple maps were actually ok or alright and had a few good ideas.
@joeilya3 жыл бұрын
@@Hayden49 That's pretty much every newbie's experience trying to make a megawad.
@DFFilmmaker2 жыл бұрын
@@Hayden49 bruh
@thedarkdragon14373 жыл бұрын
actually, the reason why a lot of newbies use zdoom, not doom, is because of one stupid thing called doombuilder not opening the doom executable when testing. So using zdoom instead atleast gets you to work with something
@joeilya3 жыл бұрын
Any source port can be used to test maps through Doom Builder, not just ZDoom, there's source ports that emulate accurate vanilla such as DSDADoom, Crispy Doom, and Chocolate Doom.
@thedarkdragon14373 жыл бұрын
@@joeilya none of which windows 10 launches, atleast oin my pc. i wouldn't be playing zdoom otherwise
@joeilya3 жыл бұрын
@@thedarkdragon1437 I'm using windows 10 and I don't have that problem, have you tried copying the IWADs into the source port's folder?
@thedarkdragon14373 жыл бұрын
@@joeilya Same issue, the executable itself doesn't start. Also tried compability settings, the game started but the UDB couldn't use it to test things. said something along the lines of "format not supported"
@joeilya3 жыл бұрын
@@thedarkdragon1437 That's because you're trying to play a ZDoom format map in a source port that doesn't support ZDoom format, you can only play maps that are Doom format or Boom format in DSDADoom.
@Matzu-Music3 жыл бұрын
Jokes on you, I lose steam after the fourth map!
@joeilya3 жыл бұрын
You'll be back ;)
@Matzu-Music3 жыл бұрын
@@joeilya back to what
@joeilya3 жыл бұрын
@@Matzu-Music mapping
@Matzu-Music3 жыл бұрын
@@joeilya That's because I never stopped in the first place
@Matzu-Music3 жыл бұрын
For basically years I've been going at it
@MisterSpeedStacking2 жыл бұрын
6 tips for Beginner KZbinrs get a fucking mic
@1pcfred2 жыл бұрын
It's ZDoom or bust. The other engines can just suck it up.