Make a Doom level, part 2: design
eev.ee
eev.ee
The idea to look at levels as works of art, and design them using the same principles is a nice one. This brings a lot of artsy theory baggage (regarding storytelling, layout and aesthetics). I hand't thought applying those to the assessment of a game level before, not explicitly.
I've always found the level design of both Marathon [0] and Dark Forces [1] much better compared to Doom 1. Both games had levels which in my opinion gave the player much better feel that they're in environments that could be real.
Both games were released around the same time as Doom 2. I only played a little Doom 2, because it bored me for containing so little story.
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That man was my hero. I learned so many technical and spacial skills by trying and failing to make a good custom dark forces level.
Good times.
https://www.youtube.com/watch?v=zJDeaa7aXQ8&index=1&list=PLE...
Oh, and for hardcore GNU folks, Gloome has no propietary code, it loads freeDoom and/or brutal doom and any GZDoom game.