How to Make a Doom Map That Looks Good

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  • Опубліковано 4 лис 2024
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КОМЕНТАРІ • 107

  • @_antares031
    @_antares031 Рік тому +111

    "When in doubt, put more -arch-viles- linedefs."

    • @_thresh_
      @_thresh_ Рік тому +8

      Dario and milo casali when making plutonia in a nutshell

  • @mangird1
    @mangird1 11 місяців тому +79

    Can't believe nirvana stopped making music and started making doom wads

    • @NirvanaYoutube
      @NirvanaYoutube  11 місяців тому +14

      It's true

    • @DoomKid
      @DoomKid 7 місяців тому +18

      Actually, little known fact: they're two different Nirvanas - the band loved the YT channel so much they "borrowed" the name. No legal action was taken, surprisingly..

    • @Ivegotsomewater81
      @Ivegotsomewater81 2 місяці тому +3

      @@DoomKidThere’s also a band named Nirvana that renamed themselves to Nirvana 2002

    • @audiosurfarchive
      @audiosurfarchive 13 днів тому

      Nirvana The Band? I love those two funny Canadians

  • @spineappletea
    @spineappletea Рік тому +45

    massive props to youtubers like you and a1 making tutorials that cover more than just the bare minimum when it comes to doom mapping.

  • @ravick007
    @ravick007 23 дні тому +1

    I was actually expecting more specific tips on architecture or so, but I've liked the vid anyway. :)

  • @roadkill_52
    @roadkill_52 Рік тому +55

    Fireblu is not a meme texture, it's genuinely beautiful and an interesting color combination

    • @MineDoom312
      @MineDoom312 7 місяців тому +2

      Yeah, I love using it as a portal texture

    • @ladams391
      @ladams391 7 місяців тому +4

      "Both, definitely both"

    • @ravick007
      @ravick007 23 дні тому

      If well used, yeah!
      I like to use it as it was some kind of cristal ou other bright mineral.

  • @Peter_Parker_racista
    @Peter_Parker_racista Рік тому +35

    Amazing video, really entertaining, would love to see a video similar to this one about fight design and monster placement

    • @NirvanaYoutube
      @NirvanaYoutube  Рік тому +11

      I have some less engaging, lengthy lecture-type videos on these topics, but I might make more concise and digestible versions in the future

  • @BassSlapper89
    @BassSlapper89 Рік тому +14

    Thank you for this video Nirvana.
    I've been designing maps for Jazz Jackrabbit Doom since 2018 and this helps me push myself to make more well designed maps in the future.
    I do have a few projects lined up after I finish with Jazz Jackrabbit Doom that will definitely have better detail.
    Thanks again for the video.

  • @kinetic03
    @kinetic03 Рік тому +6

    nice video, I liked the point about making structures outside the map to convey a sense of place

  • @Pistoolkip
    @Pistoolkip Рік тому +13

    Have you ever considered the 60/30/10 design principle? I've had some great results using it, and think many of the classics fit this principle if you look into it.
    One thing would like to add: adjust your linedefs to fix your textures. I've seen too many 32 wide pillars using Support 3, but you can get great results with making your sectors and lines the right size for your textures, especially in vanilla.

  • @DoomGuncasterK
    @DoomGuncasterK Рік тому +5

    Man that track on Fractured World's Map02 Midnight Tengu is sooooooo smooth and good!

  • @Sputnik34
    @Sputnik34 Рік тому +2

    great video. i'm only about 2 days into learning doom mapping so i'm beyond dumb at this stuff but you've helped me think about some stuff when attempting to design! thanks!

  • @h.m.friendly
    @h.m.friendly 7 місяців тому +4

    Can you please list all the wads you featured here? I'd love to play some of them. Thanks!

  • @luzthebuz2452
    @luzthebuz2452 Рік тому +7

    14:39 the shotgunner ascends

  • @hebonky
    @hebonky Рік тому +3

    I made a map once that was gray and black with the only accents being the green balefire from the torches, and red. It was very neat.

    • @yungpm
      @yungpm Рік тому +2

      Imagine pools of green water that would go hard frfr

    • @Bericula
      @Bericula 11 місяців тому +3

      ​@@yungpmE1M1 in question

  • @tonyplushyt2685
    @tonyplushyt2685 Рік тому +1

    finally. also generally i make 1 arena a day for my map so that i can spend as much time as possible in things like detailing well factoring in things like size of the arena with bigger arenas taking more like 2 or 3 days

  • @templarkid.
    @templarkid. Місяць тому

    9:40 I was thinking about Shrine of Amana seconds before you said it.

  • @jamison8929
    @jamison8929 Рік тому +1

    very insightful. thanks for the video!

  • @Faad3e
    @Faad3e Рік тому +1

    what a great video! lots of nice tips that ill use for my upcoming slaughter map
    winter's fury is one wad that really makes mp3 music work, blizzard conditions meshes really well with its music

  • @ShadesMan
    @ShadesMan Рік тому +5

    I like this kind of video, as a mapper for doom and quake engine games a lot of this stuff applies to both. complexity for complexity's sake is rarely as effective in these oldschool engines. Less can be more for sure!

    • @NirvanaYoutube
      @NirvanaYoutube  Рік тому +2

      People do get very wrapped up in Magnum Opus syndrome too, never finishing things because they want them to be perfect. Sometimes you have to just release it!

    • @ShadesMan
      @ShadesMan Рік тому +1

      @@NirvanaUA-cam exactly! I do things to get 'em done, much like your earlier cited example I released my own Quake map 'Love Labyrinth' made it in two days! Details where necessary but no reason to make a million faces or polys on a cliff face.
      ua-cam.com/video/pLQ_kDdaSYI/v-deo.html

    • @HexenStar
      @HexenStar Рік тому

      I'd say that the term "complexity" has to be defined in such concept. We all tend to forget that the
      "golden" gameplay of Doom is there for granted. It was created by ID Software. Even bad looking
      Id-Tech1-based games (games, NOT mods) made during the golden age of FPS - did not play bad,
      because their developers understood the above fact thoroughly and did not try to mess around
      with ID's winning formula.
      So once we have the gameplay mechanics handed to us on the silver platter, all we need to do -
      is built great looking maps that are beckoning the player to go in - to fight, explore and want more
      with each step. Empty corridors, bland square rooms and lack of fundamental design principles -
      were frowned upon already at the dawn of the FPS genre. (Depth Dwellers - front and center, lol).
      Today, when we have literally every imaginable technological resource, GZDoom and all - we have
      no justification to create boring nonsense, except for banal human laziness and lack of imagination.
      We do need complexity, we do need designs that wow the player with artistic vistas and ignite
      every Doom-based action-adventure with creative fire, akin to a master storyteller.
      (Arcane Dimensions? Ahh...but that's Quake ;-)...)
      The only catch is that some even highly skilled designers forget, that there are two tiers that their
      genius must address: the visual AND the action. The map design must be made for fighting, not
      just for sight seeing. As an example, with maps like Verdant Citadel and Vallhalla - it is difficult to
      decide which one is prettier. Both are thoroughly masterful. But it is very easy to decide which one
      was designed to play Doom and which one was designed just to look around, as you can literally
      cheese through most of the opposition. Anyone can build a Doom map. But far not anyone can
      build THE Doom map. And yet, it is ever worth trying. And failing, and then trying again and again.
      As the Doom-saying goes: "until it's done".

  • @justinlong5892
    @justinlong5892 Рік тому +2

    Thanks. I just started my third map and I'm focusing on the aesthetics, as my first two played ok, but were lackluster in the looks

  • @friezusworldYGO
    @friezusworldYGO Рік тому +7

    Avid vanilla texture user here! Custom textures are great, but if you are able to use vanilla textures and make them look stunning, that's a real artistic skill imo. Played many maps that were able to use vanilla textures in ways I never would have thought would be possible that looked so good. I usually like using vanilla because I'm lazy, and mostly like making techbase maps. I do use some custom textures sometimes though, just to add a bit of spice. Hope to see more videos like this.

  • @JaySmith-cd1ln
    @JaySmith-cd1ln Рік тому +2

    Oh snap! This is gonna be good 🤘

  • @s2korpionic
    @s2korpionic Рік тому +4

    Learn from your betters? There's Augur Zenith and Lost Civilisation for reference.

  • @lollol4106
    @lollol4106 Рік тому +6

    very nice vid. felt a bit like I learned something, I like openGL though, allthough I know that software looks superior to everyone except me. I hope the next lecture or vid covers this topic and makes me feel as moronic as I did when you showed that good vanilla doom 2 texture enviroment.
    But to keep it frank.This vid is cool. Surprised you dont have 10x the subs.

    • @NirvanaYoutube
      @NirvanaYoutube  Рік тому +2

      Honestly the software/Open GL comment was a bit of a joke. I do think software looks better, but it isn't practical to use it to run a lot of larger maps (until the new software-style GL mode comes out properly in DSDA at least.)
      Both have their place in terms of visuals but the engine was built for software and I think it just deals with contrast in a far nicer way.

    • @lollol4106
      @lollol4106 Рік тому +3

      @@NirvanaUA-cam yeah I figured it was. But perhaps for another vid, maybe a follow-up, perhaps something about the mapping doom canon? Not like lore canon. But literary canon for doom maps if that makes sense. Even simpler, Maps/Wads you think new mappers should try if they want to get into mapping or improve.
      idk its just a thought I had when I should have gone to bed instead.
      P.S. the tune at the start of the podcasts is cool.

    • @billabobyt
      @billabobyt Рік тому +1

      @@NirvanaUA-cam The software-style GL renderer has been out for a while, it's available in v0.25.

  • @Doom2isthebestW55
    @Doom2isthebestW55 9 місяців тому +2

    This video was made after not getting sleep for 3 days it sounds like

  • @JaySmith-cd1ln
    @JaySmith-cd1ln Рік тому +5

    You'll have to pry the Fireblu from my cold dead hands! 😁

    • @NirvanaYoutube
      @NirvanaYoutube  Рік тому +3

      Can be a legitimately good texture; see 50 Shades of Graytall!

  • @tylerjennings8242
    @tylerjennings8242 Рік тому

    14:11 Now I have to watch Last Action Hero. LOVE that movie. Highly underrated Arnold film. I think it’s brilliant.

  • @mr-alexander-doom
    @mr-alexander-doom Рік тому +1

    Software *is* better than OpenGL! Thanks for making this. I've been on a Doom break lately, but playing the game again has me wanting to get better at the game and maybe make some maps as I improve.

  • @rickwoods5274
    @rickwoods5274 Рік тому

    This is yet another reminder that I need to turn the music back on... I've been playing Doom with music off for years now and I've seen a bunch of references to how the music contributes to the atmosphere lately.

    • @NirvanaYoutube
      @NirvanaYoutube  10 місяців тому +1

      Turning the midi off is blasphemy!

  • @aurorafox1283
    @aurorafox1283 Рік тому

    Yeah i usually grab doom textures and edit those into osmething new or recolor (mostly lights and lamps). I had one project where its really possible to see those custom textures, but its kinda lost rn and im still searching for the hard drive with it, theres a vid on my channel for it tho, im a person that love to take what exists and change it into something new, i think imgood with making remakes but with different settings, for example i was changing doom 1 episodes from Phobos, Deimos and hell into Tei tenga surface(Replaces Phobos) , underground excavation site (replaces Deimos) and Hell.... Hell i would make a little different than in Doom 1, more flesh mixed with metal on the walls. Also turning Doom ep1 and tei tenga into desert planet was the best idea!

  • @kuroihitsuji444
    @kuroihitsuji444 8 місяців тому

    you should make a list in the description of the songs you used on the background, they're so great that i wanna listen on my own

  • @sobaddoom
    @sobaddoom Рік тому +2

    My experience has taught me this is impossible.

  • @kilsya1392
    @kilsya1392 2 місяці тому

    I'm currently making a megawad and I feel like I'm definitely not the best at having consistent visual design, some things visually are kept consistent but I have such an urge to try something new in every level, maybe this is a bad thing but I'm hoping as a new mapper it will help my levels stand out in a novel kind of way and get a place among fellow creators

  • @ZetaPrime77
    @ZetaPrime77 Рік тому

    A Homestar Runner reference? Can I get a "BONUS"?

  • @asabovesobelow1362
    @asabovesobelow1362 Рік тому

    Lol it took me a while to realize you're the same nirvana as the mapper nirvana.

  • @joeschmoe6908
    @joeschmoe6908 Рік тому +1

    Love the teen girl squad clip! Great video, thanks.

  • @PeterLawrenceYT
    @PeterLawrenceYT Рік тому +1

    But I LOVE fireblu 😭😭😭😭😭

    • @NirvanaYoutube
      @NirvanaYoutube  Рік тому +1

      It's a good texture that deserves more than meme value maps!

  • @wowsnav
    @wowsnav 9 місяців тому +2

    it's a video game, not a movie. the map doesn't need to look good, it needs to be fun to play. that's it. I'm looking at enemy positions, compositions, the movement of projectiles, etc. when I am playing. I'm not looking at level architecture and thinking "wow that's so cool and good looking" i'm thinking "SR50 past the wall of 30 archviles to avoid death".

    • @NirvanaYoutube
      @NirvanaYoutube  9 місяців тому +4

      I don't think any part of the video advocates for visuals over gameplay. I have a bunch of videos on encounter design etc.

  • @robacdc1977
    @robacdc1977 6 місяців тому +1

    Nirvana, what’s the wad at 4:50 with the Blue Cacos?

    • @NirvanaYoutube
      @NirvanaYoutube  6 місяців тому +2

      It's a 'remaster' of Breathless I released a few years ago to fix some of the poor design decisions and make it more speedrun friendly. Forum post: www.doomworld.com/forum/topic/124134-breathless-hd-remaster-redux-dynamic-4k-idgames/?tab=comments#comment-2373687

    • @robacdc1977
      @robacdc1977 6 місяців тому

      @@NirvanaUA-cam 😎 thanks boss! could I PM you on Doomworld to ask some dumb mapping questions? I'm working on my first maps and I have a theme, concept and direction, I just have no mapping game 😢

  • @jaodasilva7993
    @jaodasilva7993 Рік тому

    Can someone make a list of the maps shown in this video?

  • @Flikswich
    @Flikswich 5 місяців тому +1

    What's the map at 7:00?

  • @Zapidom
    @Zapidom Рік тому

    Is there a list of WADs shown in this video?

  • @Soaked_Carpet
    @Soaked_Carpet 5 місяців тому

    Whats the map at the beginning of the video? Id love to play it! :)

  • @collinvisser7108
    @collinvisser7108 Рік тому

    Neat thanks for making this

  • @1pcfred
    @1pcfred Рік тому +1

    There is nothing better than Opengl.

  • @andarerYT
    @andarerYT Рік тому +1

    For me it's very simple, I just give up mapping and let good mappers do their thingy.

  • @ryanmarsh2573
    @ryanmarsh2573 Рік тому

    What is the red and black map at around 2:50? Very cool looking.

  • @kwahn106
    @kwahn106 Рік тому

    Any advice on making midis? I have strong concepts for levels which rely on music that does not exist in midi form - are there ways to convert it? I don't want to use non-midi tracks because compat D:
    I'm not afraid of spending some $ if that's what it takes!

    • @NirvanaYoutube
      @NirvanaYoutube  10 місяців тому

      Unfortunately I am not musically talented, and don't make my own midi. There are plenty of places to get great midi from (I use vgmusic.com a lot) as well as midi packs and discographies from users available on Doomworld, so should be your first port of call. Sometimes you can find gems on old midi websites from the 90s too :D

    • @kwahn106
      @kwahn106 10 місяців тому

      @@NirvanaUA-cam dang, was hoping you knew a tool to turn songs into midis - appreciated!

    • @DoomKid
      @DoomKid 7 місяців тому

      @@kwahn106Just to clarify, no such program exists, and it would require such an intensely powerful AI to be able to transcribe each instrument separate from one another. Unfortunately!

  • @Shinjiuuuh
    @Shinjiuuuh Рік тому +1

    the like counter was 420, i ruined the funny number

  • @WigglyStuf
    @WigglyStuf 5 місяців тому

    This video both inspired and discouraged me, lol... now startan doesnt look so good

  • @GermanPeter
    @GermanPeter 9 місяців тому +1

    This is a really nice video, but your audio is far too quiet. I had all my audio on max and still needed to crank up my headphones just to make out what you're saying. Made it difficult for me to focus on your points, because I had to also focus on trying to understand you.
    I'd say you're about half as loud as you should be, not because you mumble or anything, but because the volume is just too low. You can fix that in post.

    • @NirvanaYoutube
      @NirvanaYoutube  9 місяців тому

      Yeah, audio levels have always been a bit of struggle to figure out because I had a bad set up for a while. I think my newer videos are a little better!

  • @NightridingDoom
    @NightridingDoom 7 місяців тому

    Fireblu * gets banned*
    Also, Some skies do not like software

  • @nefelibeta2637
    @nefelibeta2637 Рік тому

    13:55
    lol

  • @AmoralPhat40oz
    @AmoralPhat40oz 10 місяців тому

    High energy

  • @bummbrotha1065
    @bummbrotha1065 Рік тому

    Why do the best looking wads have to be so unfairly difficult?

    • @NirvanaYoutube
      @NirvanaYoutube  Рік тому +4

      This comes up a lot and my response is mostly just to use the difficulty settings these wads have. I put a lot of work into making sure Fractured Worlds on HNTR hits the same major notes as UV but is toned down enough to be enjoyable to players who don't want a massive gauntlet.
      All of Ribbiks' wads have great balance on HNTR and HMP as well, and things like Miasma are also toned down decently. It's always worth checking the other difficulties out if you really want to play the wad anyway.

    • @bummbrotha1065
      @bummbrotha1065 Рік тому

      Ribbik's wads are what I have trouble with the most. Sunlust has great balance on it's lowest difficulty setting, but anything higher is just too much for me.@@NirvanaUA-cam

  • @nathanbeets8229
    @nathanbeets8229 Рік тому

    But....Fireblu funny.

  • @SkwisgaarScampini
    @SkwisgaarScampini Рік тому +1

    This video basically just made me want to quit

  • @mopeybloke
    @mopeybloke Рік тому

    Just use Vulkan instead.

  • @asthalis
    @asthalis 7 місяців тому +2

    probably great video but, sorry, I can't stand vocal fry, it's unbearable...

  • @nirmalakumari4965
    @nirmalakumari4965 Рік тому +2

    You sound like a slightly higher pitched decino.

  • @dron12261
    @dron12261 Рік тому +3

    opengl sucks

  • @sveinnrafnsson851
    @sveinnrafnsson851 Рік тому

    AI will replace mappers tbh

  • @HexenStar
    @HexenStar Рік тому

    Vanilla Doom II textures are completely hideous for the most part. There some that can be used well,
    enough for a tech-base map with some gothic injections, but even through creative combinations the
    limit is not very far. Over 80% of these textures are wasted. That's why the best maps overwhelmingly
    use custom textures, which the map makers often make themselves as well.
    There are multiple reasons for such poor value of the vanilla. For starters, it's primitive artistically.
    Two - the textures often display some nondescript mess of questionable nature. Three, even when they
    do try to display something reasonable - the result once again becomes a nondescript mess. Four -
    color selection below rudimentary. By that i mean not the number of colors, but the number of shades.
    It's the same difference as is between the story-bought kindergarten crayons and the colors that a
    proper classic artist mixes himself. (which by the way, is another ever-present issue that the best
    mappers always solve by using thematically oriented custom textures which provide greater selection
    of shades). Finally, - excessive tiling. While excessive tiling is an aesthetic/stylistic problem deriving
    from the technical aspect of inferior source material, but even ID Software designers foresaw that, and
    tried to amend it here and there by creating more varied textures belonging to the same theme.
    Excessive tiling in this case means that the textures (or flats) when tiled, - create a highly repeatable
    and predictable pattern than looks like something that is stuck between 1990 and 1991. Already by
    mid-90's game designers would not have this neanderthal approach to art-style in their games. This is
    another pitfall subject that any designer above average skill and working with vanilla - has to overcome.
    Yes, by some stretch and the noticeable resulting quality drop - some peeps managed to insist on putting
    even the less versatile vanilla textures in their maps. That, however, does not make those textures truly
    useful. It just illustrates that as a poorest choice that would've looked much better with a texture selection
    properly befitting the design concept.

    • @DoomKid
      @DoomKid 7 місяців тому +4

      Gosh, I disagree with about all of this. The vanilla textures mostly look fine and have a muted palette that accurately captures the tones we see in everyday life very well given the 256 color palette. Additionally, the maps/custom texture packs that feel the need for everything to be a rainbow are by contrast hard on the eyes, more patience testing and less "fun". By design, to be clear - but still!

  • @ruralserf
    @ruralserf 9 місяців тому

    What’s the map at 8:25 ?