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Map making in Doom was (is?) so accessible as the editors were in 2D for a 3D world. Granted you couldn't place 1 room directly above another room, but no one
by chrisan 11y ago
Map making in Doom was (is?) so accessible as the editors were in 2D for a 3D world. Granted you couldn't place 1 room directly above another room, but no one cared too much at the time. Once things moved on to Quake a lot of my friends lost interest in trying to "figure it out" as the editor was more challenging.
In high school a group of friends would all create their own maps and then before classes started we would play test them on the computer lab LAN. Our favorite editor at the time was DEU.
None of us being map making geniuses, we'd always end up with something that didn't play well but did have a few "fun spots". Eventually someone had the idea to just cherry pick all those fun spots and Frankenstein together a single map using our individual parts. This map ended up being the most fun we have ever had in Doom.
I'm not sure if Doom was the first, but it was the first for me to instill the idea that a game should be moddable if you want to make a great community and give the game a very long life after the developers have moved on to the next thing.
- highCs 11y agoNone of us being map making geniuses, we'd always end up with something that didn't play well but did have a few "fun spots". Eventually someone had the idea to just cherry pick all those fun spots and Frankenstein together a single map using our individual parts. This map ended up being the most fun we have ever had in Doom. That's exactly how Half-Life has been made: http://gamasutra.com/view/feature/131815/the_cabal_valves_design_process_.php http://gamasutra.com/view/feature/131815/the_cabal_valves_de...
- eropple 11y ago> Once things moved on to Quake a lot of my friends lost interest in trying to "figure it out" as the editor was more challenging. Moving to constructive solid geometry (CSG) map editing was really hard for a lot of people, myself included. I ended up learning on Dark Forces 2: Jedi Knight, which was subtractive and a lot more like how Doom felt to me.
- moogly 11y agoI spent many years building levels for Doom/Build engine games, and I also had trouble moving to the void-space model of the Quake engines. Unreal, with its subtractive CSG model, was the next step for me, and felt so right in comparison.
- Zardoz84 11y agoUnreal engines was substractive. Only the last iteration has becomes additive.
- moogly 11y ago> Our favorite editor at the time was DEU DCK (Doom Construction Kit) was a huge game-changer when it arrived IMO. One of the most user-friendly DOS applications I had ever used. I just loved working in DCK. Only the Build Editor managed to rival it. Ben Morris later went on to work on WorldCraft/Hammer at Valve.