Uploading another Nex Credo 2 video, one that hopefully shows some good mapping praxis on my part.
MAP03 of Nex Credo 2.

Video description text has some of the good stuff on show here, those tiny little level-design tricks that I think really help a map to shine. :)

#DOOM #DOOMmodding #leveldesign
Tons of other stuff going on that I don't mention. Like the low-hanging lights let you know which room the brown bridge switch hangs over, so you may orient yourself accordingly.

"Level design is my passion" etc, etc
Little things like, why do I have the player raise the silver plinth 'bridge' when the switch is so close to it? Why even did I provide that acid pit?

Get the player into the mindset that they're raising bridges, that's why.

Every. Last. Thing. Has. A. Purpose.
I mean it though. Everything I'm putting into these maps has a purpose. I seldom put down an enemy or place a wall without a decent reason why I've done that; even if, like the scenery details, it's about a sense-of-place or (more likely) landmarking to differentiate areas.
Lighting serves a purpose, too. I very often "light the way" to try and guide a player in the intended direction; you can't hold the reigns entirely without making a linear map, but you can suggest.

But also, consider fighting a solitary pleb-tier imp in 255 brightness vs 0. ;)
Placing enemies in shadows increases their threat factor. Placing entire fights in darkened rooms can multiply the difficulty considerably.

Always a thing to think about.
Watching the video back I'm wondering why I don't make the switch itself lower with the yellow key plinth; there's no reason I shouldn't, and it'll convey the message clearer.

It's good to do shit like this. :)
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