why doom2?

over the last week, i began creating a map for doom2 even though i usually prefer to create content for quake or doom3.  quake, because creating content for the engine is fast and straight forward.  doom3 because of the powerful scripting engine and access to more modern tech.
in fact, i was working on a couple of great projects for those engines.  –am i allowed to call them great even if they are my own?–   in particular, the quake project called “ne_cath”, was my largest effort to date and had 6 nearly complete, large sized maps, tons of new audio and an expansive, coherent story.
it was stored on a seagate es.2.  google seagate es.2 firmware for info on that disaster.

in any case, about a year’s worth of work was gone and i just didn’t want to open up either engine for a long time.

enter doom2.  it’s interesting that i never mapped for this game earlier.  most of my early quake maps were modeled after doom2 gameplay, with emphasis on horde combat.  my first modified monsters emulated doom2 monsters and i often used doom2 textures.

ne_marb holds a good example of what i liked most of about doom.  for me, when i think of doom, i think of green marble, iron and wood.  oh yeah, and blood seas.  santa knew wtf he was doing when he chose green and red for christmas.  having the majority of your map vivid green only to be offset with vibrant red is a great combo.  the neutral wood and dark iron trims work for the bright colours, breaking them up and giving your eyes something to follow.

aside: something i just was thinking about.  why did q3 block10 + purple metal work so well?  easter is awesome too.  it’s surprising how those colour combos we might at first think of as garish can work out well.  of course, q3 block10 goes great with red (read: blood rivers) too.  see czg07c.

in any case, as you can imagine, this doom2 map i’m working on is both marb and woodmet.

mapping for doom is different.  i actually did a lot of it back in the mid 90s, but i was just a kid back then and i sucked at it.  it’s a blessing and a curse to be working with sectors and not brushes.  it’s fast, but limited and i’m still getting used to it.  there are some great editors these days too.  back when i originally mapped for doom, there was dck (which i used) and a handful of others.  but one thing they all lacked was a 3d preview.  (when duke3d came out, i remember being excited about the game/editor integration.  sadly, the monsters and themes of the game never really held my interest).

3d preview in doom mapping is new to me and damn is it awesome.  i use the SLADE editor (because the site for doombuilder was down when i wanted to get it…).  it’s easy to jump back and forth between 3d and 2d and the editor itself is easy to use for the most part.  also, the editor is a lot more intelligent about vertex merging, line splitting and sector creation than the old dck was.  it makes me wonder what the id software team could have done with doom if they had had access to today’s tech.  the obvious answer is they would have made doom3. :P

anyway, i’m rapidly becoming bored with this so i’m going to end here.


2 Comments (+add yours?)

  1. gb
    Jun 26, 2010 @ 15:14:30

    I agree, there are certain benefits to mapping with sectors and linedefs.

    I have been dabbling in Doom mapping as well, but have no time for it atm.

    The best thing is how quickly you can make a map; sure it’s pretty limited to have only 3 textures per sidedef, but it’s faster than doing the same map in Quake.


  2. necros
    Jun 26, 2010 @ 20:14:44

    it’s just *fun*, you know? it’s so easy to get decent results. i think one of the only gripes i have is that you can’t scale or rotate textures, and floor/ceilings can’t even be scrolled.
    still, there’s this… i don’t want to call it ‘lower expectations’ exactly, but that there’s a clearer boundary of where you need to go before you can’t stop for something to be good. if that makes any sense. it frees you up to go farther.


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