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Make a Doom level, part 2: design

113 pointsby fcambusover 9 years ago

4 comments

TuringTestover 9 years ago
Even if building for Doom may look outdated, this article has very solid insight at the start about level design that can be applied to any physical game.<p>The idea to look at levels as works of art, and design them using the same principles is a nice one. This brings a lot of artsy theory baggage (regarding storytelling, layout and aesthetics). I hand&#x27;t thought applying those to the assessment of a game level before, not explicitly.
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Joofover 9 years ago
An odd, but very enjoyable and in depth commentary of the DOOM modding community and DOOM in general is done by Liz Ryerson in her &quot;DOOM mixtape&quot; series. I think the later tapes are more interesting, but feel free to skip around.<p><a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=zJDeaa7aXQ8&amp;index=1&amp;list=PLEdRlER1F5rF1YMwLG66KPmMuv0h2OWiU" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=zJDeaa7aXQ8&amp;index=1&amp;list=PLE...</a>
highCsover 9 years ago
Doom2 levels are awesome. Far better than Doom 1&#x27;s in my opinion. So, if you want to play Doom, I recommend Doom2.
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anthkover 9 years ago
FreeDoom is nice too, and it works for ANY doom2 wad, even for the GZdoom ones.<p>Oh, and for hardcore GNU folks, Gloome has no propietary code, it loads freeDoom and&#x2F;or brutal doom and any GZDoom game.