Building a level and exploring the design (Doom level Part 2)

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  • Опубліковано 9 чер 2024
  • Part 1 of this series: • Watch me design a Doom...
    Download and play my Doom level on Itch: itch.io/jam/ld-jam-6/rate/231...
    How to start making Doom levels in 5 minutes: • How to start making Do...
    The Skateboard approach in more detail: • Designing gameplay "sk...
    Patreon: / stevelee_gamedev
    Discord server: / discord
    Twitter: / essell2
    00:00 - Intro
    02:10 - What's the deal with John Romero's head?!
    03:23 - Chainguns and Cyberdemons
    06:40 - Deviating from the Plan
    09:29 - Creating the final fight
    11:14 - Making the first full draft of the level
    12:50 - Playthrough of the first full draft
    #leveldesign #gamedev #doom #johnromero
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КОМЕНТАРІ • 21

  • @CB66941
    @CB66941 Місяць тому +2

    "The point here is to see the process as an exploration of ideas and not just an exercise in blandly sticking to your plan that you went in with."
    I feel validated. I have never made a level where its final iteration resembled its first draft more than 60% of the time in terms of its layout.

  • @elloofficer
    @elloofficer 3 місяці тому +3

    The iterative changes really made the level more fun everytime you playtested. I was also wondering halfway why there wasn't any elevation changes and wrongly assumed limitations of Doom but like you said it's easy to implement later in this editor. Great vid, looking forward to the next one!

    • @XSquidbeatsX
      @XSquidbeatsX 3 місяці тому +2

      I worked on level for 3 months and lost the fun. I’m gonna try this for my next level.

  • @stevenisonline
    @stevenisonline Місяць тому +1

    This is such an amazing series! Love your channel, thank you!

  • @CodeStew
    @CodeStew 3 місяці тому +3

    Your videos on Level Design are incredibly insightful and have taught me some excellent design habits when planning out maps. Looking forward to your next video.

  • @MolotovEcho
    @MolotovEcho 3 місяці тому +7

    Nice level. Can we expect you in a quake mapping jam someday?

  • @Fancy_Raptor
    @Fancy_Raptor 3 місяці тому +1

    As somebody designing a map for the first time as a mod for GTFO, your process has been really informative!

  • @mo1zart
    @mo1zart 3 місяці тому +4

    uh the next part! nice nice nice!

  • @ilcanalechenonce
    @ilcanalechenonce 3 місяці тому

    Ah so there are actually more than 2 parts now 😛 the more, the merrier! Great videos, thanks for sharing!

  • @Ails1234
    @Ails1234 3 місяці тому +3

    Nice video! Btw I noticed a lot of misaligned textures in the preview for the next part. In Doom Builder the shortcut ctrl+A is used to align connected textures (or just A for horizontal, or shift+A for vertical), based on the textures your cursor is pointing to. Also when you make a door or window, select the upper texture and press U to align it to the ceiling (upper-unpegged) and the bottom texture and press L to align to the floor (lower-unpegged), this makes it easier to then use the shift+A shortcut to align everything

  • @leplubodeslapin
    @leplubodeslapin 3 місяці тому +3

    super neat!
    I'm curious about progression gating, for the room with the surprise in the end (with the 4 powerful ennemies that opens up to the rest of the level, which i think is super cool idea), is there something stopping the players from running toward the end of the level ?
    Maybe, that's fine because people are rewarded for clearing the whole level with the scoreboard at the end, so the ones who don't really care can avoid them and flee (?)
    (The kind of question that I ask myself and count on playtesting to see more clearly if it's actually something to deal with or not, i'd love to know your thought insight on it)

    • @Ails1234
      @Ails1234 3 місяці тому +2

      In the Doom community it's usually the norm to get 100% of the kills to consider a map complete. Imo just let people finish the map when they feel like it
      But in general I've seen maps that will put an enemy with a lot of health right in front of the exit so trying to squeeze past it is impossible. Even the original maps did that, filling the exit room with Pinkies in more than one occasion

    • @leplubodeslapin
      @leplubodeslapin 3 місяці тому +1

      @@Ails1234 Ok that's what I thought, in the end the people pick the challenge/objectives that works with them, that's cool (and I think it's better than giving hope to players that they can squeeze past but it turns out it's impossible, that can be frustrating). Thanks for your answer !

    • @stevelee_gamedev
      @stevelee_gamedev  3 місяці тому

      Ohhh are you referring to the fact that I left the blue key in the corridor, the last iteration of the video? I should've clarified in the video that it's only there for debug purposes - I delete it in the later / final versions that you'll see in the next video :) So all player have to play through the whole level, etc!

    • @leplubodeslapin
      @leplubodeslapin 3 місяці тому

      @@stevelee_gamedev Oh no i meant for the first full draft at 15:00, when you open the blue door to reach the final room, the player quickly encounters the 4 final NPCs but I was curious if they could squeeze in and reach the final exit room without having to fight them.

    • @leplubodeslapin
      @leplubodeslapin 3 місяці тому +1

      (it was clear at 10:45 that you placed the blue key here to quickly test the final fight, no worries!)

  • @coolTOM6547
    @coolTOM6547 2 місяці тому

    This was a great level, i just want to ask what course you took for college, i want to also become a level designer. Thank you in advance

  • @NegaMogekoo
    @NegaMogekoo 3 місяці тому

    Hey steve what game/tools would you recommend to start making level design maps? i often see you recomend Half life tools, but as 2 years passed since then, would you still recommend half life? or any other good tool?