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Posted

This might be a change of pace here. I decided to take on Doom 4 Snapmap and see what can be done with it. Here is a play through video and a Dev video. As always all feedback is welcome. I would like to hear what people have to say in terms of the design side of things. I go into a lot of detail but the level is very much still a WIP.

I also talk in depth about design theory and how to get into the players mind.

Playthrough:

Development:

 

Posted
7 hours ago, blackdog said:

Was thinking recently that you weren't posting anything in a while! Looks pretty good! (Have seen only up to where you die first)

A lot of the stuff I work on anymore isnt really related to mapping. Blueprint projects and such. My next project once I complete this Snapmap is taking on a fortress mode for UT4 and that will take a looooong time before I get around to making the first level for it. :/

Posted

I think that if you're doing cool scripts people will still be interested in seeing them in action @Castle! Sure I do for example see those jam products that Alex and some other post sometimes ;)

I should have bought Doom yday as well, I saw discounted stuff on Humble Bundle and went for it, but in the end I spent as much as for Doom, which is what I really crave to play atm -_-

Posted

Nice!! I was already wondering how long it would take to see some high quality levels done in snapmaps, the first weeks I thought there would be only rooms filled with demons and explosive barrels. I really like what you did with the lighting, ambient vfx and sound, very moody. Layout and combat looks also like a lot of fun.

Those laser deathtraps you had were cool, would be great to see some areas where you do more than just collect key cards and shoot down enemies.

Posted

I will do a followup on the level with a video today. Here is a video where I compare level design for doom 2 vs Doom 4. It touches on a lot of topics within the discussion. One of them was about the personification of level designers in modern level design. Which is something I think deserves its own video and is a topic that should be brought up here in Mapcore. Mainly interested in your thoughts on this as CS:GO level design retains a lot of the designers DNA when compared to levels made in other games.

 

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