Guiding a player: the visual language of Doom maps

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Guiding a player: the visual language of Doom maps

Postby DavidN » Sun Sep 27, 2020 6:48 pm



This is an idea that I'd had kicking around in my head for a while, but took a bit of effort to work up into a full video! Here I explore how the Doom textures have entered our "vocabulary" and how to use them to guide a player through a complex map. Includes some science at the start then specific examples of how to communicate doors, switches, teleports and so on!
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Re: Guiding a player: the visual language of Doom maps

Postby Hellser » Mon Sep 28, 2020 10:22 pm

Great video - especially more so to give mappers new and old alike some tips.
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Re: Guiding a player: the visual language of Doom maps

Postby Rachael » Mon Sep 28, 2020 11:45 pm

This belongs in "Tutorials", in my opinion - so I've moved the topic, for you. :)
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Re: Guiding a player: the visual language of Doom maps

Postby Lagi » Mon Dec 07, 2020 11:57 am

interesting, bump to watch later.
Its precious that you speak fluent english, and don't have an irritating tone of voice.
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Re: Guiding a player: the visual language of Doom maps

Postby shino1 » Wed Feb 24, 2021 8:28 am

I have a quick something to say - you say in the tutorial that no texture in Doom looks 'shootable' - that is no longer the case, thanks to John Romero. In Sigil, Romero uses the "evil eye" object as a shootable switch - and great majority of Doom players played at least the first level of Sigil because Romero is basically a celebrity in our community.
So, we can totally make the Evil Eye new standard for shootable switches.
Here is the thing I'm talking about:
https://imgur.com/a/ePW03NV
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