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    John Romero broke his own rules!

    Doom General
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    • joe-ilya
      joe-ilya last edited by

      Here are John Romero's level design rules :

      -always changing floor height when I wanted to change floor textures
      -using special border textures between different wall segments and doorways
      -being strict about texture alignment
      -conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
      -making sure that if a player could see outside that they should be able to somehow get there
      -being strict about designing several secret areas on every level
      -making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
      -creating easily recognizable landmarks in several places for easier navigation

      These are just what I could find in E1M3 alone, there are plenty more.

      No support texture between the brown and grey textures in the secret exit room secret.
      doom46.png
      No support texture between the computer texture and the hexagons.
      doom45.png
      Misalignment at the raising stairs room, the other side has one too.
      doom44.png
      Misalignment at the doorway, the other side has one too.
      doom43.png
      Above the computer panels is a misalignment in the yellow key room, the other secret has one too.
      doom41.png
      Misalignment in the central pool room, the other side has one too.
      doom39.png
      An inaccessible outside area with some ammo behind the yellow door.
      doom33.png

      Youtube | Twitch | Doom Universe Discord server

      1 Reply Last reply Reply Quote 4
      • G
        Gibbon last edited by

        Following those rules must be hard, especially using DoomED where there was no visual inspection possible and basically relying on what you know and the values of height and alignment.

        1 Reply Last reply Reply Quote 2
        • joe-ilya
          joe-ilya last edited by

          Yeah, I know, even though DoomED lets the mapper edit the map and see changes on the fly while still ingame, the fact that the only available resolution was 320x200 makes it hard to tell what's a misalignment, and Romero had to work with a deadline.

          Youtube | Twitch | Doom Universe Discord server

          1 Reply Last reply Reply Quote 0
          • sexybzzrak
            sexybzzrak last edited by

            What a fucking amateur

            1 Reply Last reply Reply Quote 3
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