Where to begin when starting a mapping project?

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Casualfan
Posts: 94
Joined: Fri Jan 14, 2022 8:31 pm

Where to begin when starting a mapping project?

Post by Casualfan »

I've been considering trying to get into mapping, but I tens to run into a wall when I realize that I dont really know what I'm doing and that I don't really have an idea, and the ideas that I do have seem too complicated. So, for those of you veteran mappers out there, how do you start a new project? Where do you get your inspiration? Qhats the process from concept to full-fledged megawad? And how difficult is it to get started?

(As a side note, an idea that I've been bouncing around is remaking the Doom 3 maps in Doom Builder to go with Xim's excellent Doom 3 conversion mod. Just so yall know what kind of head space I'm in.)

Thanks! Sorry I'd this isn't the correct place for this kind of discussion.
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ReX
Posts: 1578
Joined: Tue Aug 05, 2003 10:01 am
Location: Quatto's Palace

Re: Where to begin when starting a mapping project?

Post by ReX »

Casualfan wrote:.... I dont really know what I'm doing and that I don't really have an idea, and the ideas that I do have seem too complicated.
If you've never created a complete map before, you should make that your priority. Don't worry about a theme or texturing or even gameplay (at first). Become comfortable with the geometry that DooM allows and understand how to use dimensions (height, width, length of spaces). Start out with simple shapes (e.g., rectangles) and then move to more complex ones. Learn the basics of level design, such as linear vs. multi-path progression, etc. Understand how to use objectives and obstacles, how to balance risk and reward, how to create a challenge without making things frustrating.
how do you start a new project? Where do you get your inspiration? Qhats the process from concept to full-fledged megawad? And how difficult is it to get started?
It's not difficult to get started. Once you've selected a map editor and a map format, simply start drawing shapes and connecting them. You might not like the results at first, but keep trying different combinations and you'll likely learn what works best for your style.

Inspiration seems to come in different forms. Some people work largely from imagination, while others base some (or all) of their work on real-life places.

Not many people have created megawads by themselves; most such projects involve teams. The amount of work involved is gargantuan, and the amount of creativity required is just as great.
(As a side note, an idea that I've been bouncing around is remaking the Doom 3 maps in Doom Builder to go with Xim's excellent Doom 3 conversion mod.
This seems like a very ambitious venture. But I wish you the best.

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