Thankfully, this Switch version is based on the BFG Edition, so there’s no flashlight-fumbling here (other than the fact it only lasts for a while, at which point you have to turn it off and charge it for a few seconds). This was fixed in Doom 3: BFG Edition, a 2012 re-release on Xbox 360 and PS3, where the handheld torch was replaced with an armour-mounted version, meaning you could shine a light and fire at enemies at the same time. The problem was, you could only hold either your flashlight or a weapon, not both: as a result, any time you encountered an enemy in a dark area you had to switch to your gun and blindly fire into the darkness, hoping you hit them. Many of the game’s corridors are extremely dark, meaning the flashlight you received at the start was essential. When it was originally released, lighting was one of the most controversial elements of the game too: specifically, the way the flashlight worked. Of course, technology has improved in leaps and bounds since then but 15 years later it still looks extremely impressive. Using the id Tech 4 graphics engine, id Software made a big deal of the fact that the light sources were calculated in real-time, meaning illumination and shadows were far more realistic than anything that had come before it. The lighting in Doom 3 was the big selling point when the game first launched in 2004. One area where it does continue to impress, however, is lighting. Everything generally has that chunky GameCube-era look to it, despite the obvious increase in resolution (which we’ll get to), and the voice acting is as ropey as a sailor’s knot-tying lessons. Character models look distinctly low in detail, and facial animations are iffy. That doesn’t necessarily make it any better or worse, mind you: just different.Īs a polygonal game from the mid-noughties, Doom 3 is showing its age in some areas. In the beginning a map would take me a week to make, by map 30, I was pumping out the levels in 1 day.Some Doom die-hards were critical of the game’s feel when it originally launched, and it’s easy to see why: this is an atmospheric and scary adventure in its own right, but it doesn’t really feel like a Doom game. Not only did that take forever, I'd miss areas and miss areas that were not aligned. I've now figured out the fast way to do textures. My original way of texturing was bad, I'd make the entire level with the default textures and then go back and replace all of the textures. I can see the texture issues now that people point them out. Youtube has really good mapping tutorials and a lot of us here are handy with all the major source ports for purposes of advanced details or advice. Hopefully you finish out the project a bit more by replacing all the placeholder textures.Īlso feel free to ask advice here too. You definitely have the some of the build techniques down really well, and the lighting very well too. But yup, basically just a needs a good paint job and it will be a pretty fun map set from everything I can see about it. The Map baseline builds themselves are freaking great honestly and have cool design features. I'm on Map05 currently and enjoying it pretty well. I've played Doom my whole life but I'm still learning how to make levels, it's a lot harder than I expected. I'm still new to the Doom mapping community. If I had known how much attention this thread had gotten, I would have shared the first level to get feed back. I'm definitely going to do that moving forward. My advice would be to focus on making one single good level, get feedback on that, then maybe revisit this project and apply what you have learned to make it better. You have to start somewhere, and this shows you are capable of putting in a lot of effort which is great. Please do not this as a attempt to be negative or discouraging. You have obviously put a lot of effort into it, some of your lighting is nice, but there's a lot of boring bland rooms and the door tracks are not pegged correctly (hence why they move up when the doors open) which is a pretty basic mistake. Skimming through Dub Bag's video, I fear this is a classic example of a new mapper trying to sprint before they can crawl.
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