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>> No.3276909 [View]
File: 430 KB, 1920x1080, D3UDMF at 2016.06.07 15-52-06.752 [R2644].jpg [View same] [iqdb] [saucenao] [google]
3276909

>>3276883
Think of windows into other rooms as doors with the floor raised. Just keep in mind that DUMP 3 is built for ZDoom, so you have to adjust the floor height depending on whether or not you want the player to be able to jump through it.

Maybe it'll help if I talk about my first mapping experience. I just wanted to get something that met two criteria out.

-you could exit it

-I had fun testing the full level

My second release is in DUMP 2. I was short on time and sick, so I rushed it.

DUMP 3 is my third released map and it's gigantic compared to the first two. My approach is still the same. If I'm not having fun testing it, the level gets torn up and changed until it's fun.

Adapted to your circumstances of not knowing how much detail to put in, I'd suggest adding monsters, health, ammo, and armor before aesthetic details. Play the level and adjust each section until you're having fun testing it. Then add details to the point where either you're tired of detailing, out of time, or the details mess with the already established flow of the gameplay.

Here's what I've got so far. Monster count is around 280 right now. I expect it to end up around 500 after I complete the secret exit. The boring looking room in the southeast is a WIP hallway leading up to the last of the optional battles.

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