![]() ![]() I have played my fair share of DOOM and DOOM II and there is an amazing community of map makers that create far superior maps to my own over at. You can view the HEXADEATHIMAL playthrough on YouTube. ![]() So big in fact that even with me knowing every detail of this map it took a solid 20 minutes to beat it as a demonstration for this content. This Map build features all the major components of a DOOM II level with some embellishments that came from ACS Scripting (part of Ravensoft's contribution to the engine) and running in the great GZDOOM or Zandronum engine ports. Creating my HEXADEATHIMAL map was a very informative and rewarding task and I will continue to dabble in Map making in the future. Like most things, I set out to learn how to do something and wound up with something significantly more involved than I had planned. ![]() This is where the fun kicks in for understanding all of the great mechanics we can pull from our level data we defined in part 1 on understanding the WAD structure of a DOOM level. In this section we are going to go through the process of building a new DOOM level for the DOOM engine using some modern tools like Doom Builder and modern engine remakes like GZDOOM. Anatomy of a DOOM Level: Part 2 - Creating a DOOM Level ![]()
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