How to Make a Doom Map That Looks Good

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  • čas přidán 20. 02. 2023
  • This was requested a few times so I thought I'd put together a video on the aesthetics of Doom and how to make a good-looking map in the Doom engine. Much of the focus will be on Boom and Boom-adjacent styling as that is what I usually make myself, but everything in the video should apply to UDMF or Vanilla mapping as well.
    Support my channel and help me create more videos like this: / nirvana985
    Twitter: I tweet about podcast guests and such over here - / nirvanapodcast
    Here are some other tutorial videos: • Monster Roles in Doom ...
    Chapters:
    01:15 - Architecture
    06:55 - The Doom Engine
    10:13 - Textures
    12:00 - Creating a Theme
    13:16 - Custom Palettes
    14:13 - Lighting
    15:32 - Music
    18:23 - Extras
    19:36 - Conclusion
  • Hry

Komentáře • 103

  • @_antares031
    @_antares031 Před rokem +83

    "When in doubt, put more -arch-viles- linedefs."

    • @_thresh_
      @_thresh_ Před 7 měsíci +8

      Dario and milo casali when making plutonia in a nutshell

  • @mangird1
    @mangird1 Před 6 měsíci +36

    Can't believe nirvana stopped making music and started making doom wads

    • @NirvanaYoutube
      @NirvanaYoutube  Před 6 měsíci +9

      It's true

    • @DoomKid
      @DoomKid Před 2 měsíci +9

      Actually, little known fact: they're two different Nirvanas - the band loved the YT channel so much they "borrowed" the name. No legal action was taken, surprisingly..

  • @roadkill_52
    @roadkill_52 Před rokem +41

    Fireblu is not a meme texture, it's genuinely beautiful and an interesting color combination

    • @MineDoom312
      @MineDoom312 Před 2 měsíci

      Yeah, I love using it as a portal texture

    • @ladams391
      @ladams391 Před 2 měsíci +1

      "Both, definitely both"

  • @spineappletea
    @spineappletea Před rokem +35

    massive props to youtubers like you and a1 making tutorials that cover more than just the bare minimum when it comes to doom mapping.

  • @Peter_Parker_racista
    @Peter_Parker_racista Před rokem +31

    Amazing video, really entertaining, would love to see a video similar to this one about fight design and monster placement

    • @NirvanaYoutube
      @NirvanaYoutube  Před rokem +10

      I have some less engaging, lengthy lecture-type videos on these topics, but I might make more concise and digestible versions in the future

  • @BassSlapper89
    @BassSlapper89 Před rokem +13

    Thank you for this video Nirvana.
    I've been designing maps for Jazz Jackrabbit Doom since 2018 and this helps me push myself to make more well designed maps in the future.
    I do have a few projects lined up after I finish with Jazz Jackrabbit Doom that will definitely have better detail.
    Thanks again for the video.

  • @Pistoolkip
    @Pistoolkip Před rokem +9

    Have you ever considered the 60/30/10 design principle? I've had some great results using it, and think many of the classics fit this principle if you look into it.
    One thing would like to add: adjust your linedefs to fix your textures. I've seen too many 32 wide pillars using Support 3, but you can get great results with making your sectors and lines the right size for your textures, especially in vanilla.

  • @kinetic03
    @kinetic03 Před rokem +5

    nice video, I liked the point about making structures outside the map to convey a sense of place

  • @DoomGuncasterK
    @DoomGuncasterK Před rokem +4

    Man that track on Fractured World's Map02 Midnight Tengu is sooooooo smooth and good!

  • @luzthebuz2452
    @luzthebuz2452 Před rokem +3

    14:39 the shotgunner ascends

  • @Sputnik34
    @Sputnik34 Před 11 měsíci

    great video. i'm only about 2 days into learning doom mapping so i'm beyond dumb at this stuff but you've helped me think about some stuff when attempting to design! thanks!

  • @jamison8929
    @jamison8929 Před rokem

    very insightful. thanks for the video!

  • @Faad3e
    @Faad3e Před rokem +1

    what a great video! lots of nice tips that ill use for my upcoming slaughter map
    winter's fury is one wad that really makes mp3 music work, blizzard conditions meshes really well with its music

  • @justinlong5892
    @justinlong5892 Před rokem +1

    Thanks. I just started my third map and I'm focusing on the aesthetics, as my first two played ok, but were lackluster in the looks

  • @garrrbarr
    @garrrbarr Před 8 měsíci +1

    this video was stunning

    • @NirvanaYoutube
      @NirvanaYoutube  Před 8 měsíci +1

      Thanks so much for watchingand supporting! Glad you enjoyed :)

  • @tonyplushyt2685
    @tonyplushyt2685 Před rokem

    finally. also generally i make 1 arena a day for my map so that i can spend as much time as possible in things like detailing well factoring in things like size of the arena with bigger arenas taking more like 2 or 3 days

  • @JaySmith-cd1ln
    @JaySmith-cd1ln Před rokem +1

    Oh snap! This is gonna be good 🤘

  • @kuroihitsuji444
    @kuroihitsuji444 Před 3 měsíci

    you should make a list in the description of the songs you used on the background, they're so great that i wanna listen on my own

  • @hebonky
    @hebonky Před rokem +1

    I made a map once that was gray and black with the only accents being the green balefire from the torches, and red. It was very neat.

    • @yungpm
      @yungpm Před 11 měsíci +1

      Imagine pools of green water that would go hard frfr

    • @JATorigin
      @JATorigin Před 6 měsíci

      ​@@yungpmE1M1 in question

  • @s2korpionic
    @s2korpionic Před rokem +3

    Learn from your betters? There's Augur Zenith and Lost Civilisation for reference.

  • @lollol4106
    @lollol4106 Před rokem +5

    very nice vid. felt a bit like I learned something, I like openGL though, allthough I know that software looks superior to everyone except me. I hope the next lecture or vid covers this topic and makes me feel as moronic as I did when you showed that good vanilla doom 2 texture enviroment.
    But to keep it frank.This vid is cool. Surprised you dont have 10x the subs.

    • @NirvanaYoutube
      @NirvanaYoutube  Před rokem +2

      Honestly the software/Open GL comment was a bit of a joke. I do think software looks better, but it isn't practical to use it to run a lot of larger maps (until the new software-style GL mode comes out properly in DSDA at least.)
      Both have their place in terms of visuals but the engine was built for software and I think it just deals with contrast in a far nicer way.

    • @lollol4106
      @lollol4106 Před rokem +3

      @@NirvanaCZcams yeah I figured it was. But perhaps for another vid, maybe a follow-up, perhaps something about the mapping doom canon? Not like lore canon. But literary canon for doom maps if that makes sense. Even simpler, Maps/Wads you think new mappers should try if they want to get into mapping or improve.
      idk its just a thought I had when I should have gone to bed instead.
      P.S. the tune at the start of the podcasts is cool.

    • @billabobyt
      @billabobyt Před rokem +1

      @@NirvanaCZcams The software-style GL renderer has been out for a while, it's available in v0.25.

  • @mr-alexander-doom
    @mr-alexander-doom Před rokem +1

    Software *is* better than OpenGL! Thanks for making this. I've been on a Doom break lately, but playing the game again has me wanting to get better at the game and maybe make some maps as I improve.

  • @garrrbarr
    @garrrbarr Před 8 měsíci

    well, that was amazing. You have to give some hints about where to find resources though. All I have is via unreal/unity asset stores, and I'm not sure the licenses for those are friendly when it comes to wad files which are so easy to decompile (or are they?). Specifically, where do you go looking for midis?

    • @NirvanaYoutube
      @NirvanaYoutube  Před 8 měsíci

      There are quite a few texture packs out there like CC4, Otex, etc. but I mostly compile my own resources from wads that I like the aesthetic of. Also allows you to be a bit more picky.
      Midi I usually use vgmusic.com for the most part and then search specific midi. I also use a lot of ribbiks' midi which is available on his site. There are tons of midi packs (and entire works) from people like zzzv, eris, Jimmy etc. so look around Doomworld for them.

  • @tylerjennings8242
    @tylerjennings8242 Před rokem

    14:11 Now I have to watch Last Action Hero. LOVE that movie. Highly underrated Arnold film. I think it’s brilliant.

  • @aurorafox1283
    @aurorafox1283 Před 10 měsíci

    Yeah i usually grab doom textures and edit those into osmething new or recolor (mostly lights and lamps). I had one project where its really possible to see those custom textures, but its kinda lost rn and im still searching for the hard drive with it, theres a vid on my channel for it tho, im a person that love to take what exists and change it into something new, i think imgood with making remakes but with different settings, for example i was changing doom 1 episodes from Phobos, Deimos and hell into Tei tenga surface(Replaces Phobos) , underground excavation site (replaces Deimos) and Hell.... Hell i would make a little different than in Doom 1, more flesh mixed with metal on the walls. Also turning Doom ep1 and tei tenga into desert planet was the best idea!

  • @h.m.friendly
    @h.m.friendly Před 2 měsíci

    Can you please list all the wads you featured here? I'd love to play some of them. Thanks!

  • @ShadesMan
    @ShadesMan Před rokem +4

    I like this kind of video, as a mapper for doom and quake engine games a lot of this stuff applies to both. complexity for complexity's sake is rarely as effective in these oldschool engines. Less can be more for sure!

    • @NirvanaYoutube
      @NirvanaYoutube  Před rokem +2

      People do get very wrapped up in Magnum Opus syndrome too, never finishing things because they want them to be perfect. Sometimes you have to just release it!

    • @ShadesMan
      @ShadesMan Před rokem +1

      @@NirvanaCZcams exactly! I do things to get 'em done, much like your earlier cited example I released my own Quake map 'Love Labyrinth' made it in two days! Details where necessary but no reason to make a million faces or polys on a cliff face.
      czcams.com/video/pLQ_kDdaSYI/video.html

    • @HexenStar
      @HexenStar Před 10 měsíci

      I'd say that the term "complexity" has to be defined in such concept. We all tend to forget that the
      "golden" gameplay of Doom is there for granted. It was created by ID Software. Even bad looking
      Id-Tech1-based games (games, NOT mods) made during the golden age of FPS - did not play bad,
      because their developers understood the above fact thoroughly and did not try to mess around
      with ID's winning formula.
      So once we have the gameplay mechanics handed to us on the silver platter, all we need to do -
      is built great looking maps that are beckoning the player to go in - to fight, explore and want more
      with each step. Empty corridors, bland square rooms and lack of fundamental design principles -
      were frowned upon already at the dawn of the FPS genre. (Depth Dwellers - front and center, lol).
      Today, when we have literally every imaginable technological resource, GZDoom and all - we have
      no justification to create boring nonsense, except for banal human laziness and lack of imagination.
      We do need complexity, we do need designs that wow the player with artistic vistas and ignite
      every Doom-based action-adventure with creative fire, akin to a master storyteller.
      (Arcane Dimensions? Ahh...but that's Quake ;-)...)
      The only catch is that some even highly skilled designers forget, that there are two tiers that their
      genius must address: the visual AND the action. The map design must be made for fighting, not
      just for sight seeing. As an example, with maps like Verdant Citadel and Vallhalla - it is difficult to
      decide which one is prettier. Both are thoroughly masterful. But it is very easy to decide which one
      was designed to play Doom and which one was designed just to look around, as you can literally
      cheese through most of the opposition. Anyone can build a Doom map. But far not anyone can
      build THE Doom map. And yet, it is ever worth trying. And failing, and then trying again and again.
      As the Doom-saying goes: "until it's done".

  • @Zapidom
    @Zapidom Před 8 měsíci

    Is there a list of WADs shown in this video?

  • @asabovesobelow1362
    @asabovesobelow1362 Před rokem

    Lol it took me a while to realize you're the same nirvana as the mapper nirvana.

  • @friezusworld9119
    @friezusworld9119 Před rokem +6

    Avid vanilla texture user here! Custom textures are great, but if you are able to use vanilla textures and make them look stunning, that's a real artistic skill imo. Played many maps that were able to use vanilla textures in ways I never would have thought would be possible that looked so good. I usually like using vanilla because I'm lazy, and mostly like making techbase maps. I do use some custom textures sometimes though, just to add a bit of spice. Hope to see more videos like this.

  • @robacdc1977
    @robacdc1977 Před měsícem +1

    Nirvana, what’s the wad at 4:50 with the Blue Cacos?

    • @NirvanaYoutube
      @NirvanaYoutube  Před měsícem +2

      It's a 'remaster' of Breathless I released a few years ago to fix some of the poor design decisions and make it more speedrun friendly. Forum post: www.doomworld.com/forum/topic/124134-breathless-hd-remaster-redux-dynamic-4k-idgames/?tab=comments#comment-2373687

    • @robacdc1977
      @robacdc1977 Před měsícem

      @@NirvanaCZcams 😎 thanks boss! could I PM you on Doomworld to ask some dumb mapping questions? I'm working on my first maps and I have a theme, concept and direction, I just have no mapping game 😢

  • @kwahn106
    @kwahn106 Před 8 měsíci

    Any advice on making midis? I have strong concepts for levels which rely on music that does not exist in midi form - are there ways to convert it? I don't want to use non-midi tracks because compat D:
    I'm not afraid of spending some $ if that's what it takes!

    • @NirvanaYoutube
      @NirvanaYoutube  Před 4 měsíci

      Unfortunately I am not musically talented, and don't make my own midi. There are plenty of places to get great midi from (I use vgmusic.com a lot) as well as midi packs and discographies from users available on Doomworld, so should be your first port of call. Sometimes you can find gems on old midi websites from the 90s too :D

    • @kwahn106
      @kwahn106 Před 4 měsíci

      @@NirvanaCZcams dang, was hoping you knew a tool to turn songs into midis - appreciated!

    • @DoomKid
      @DoomKid Před 2 měsíci

      @@kwahn106Just to clarify, no such program exists, and it would require such an intensely powerful AI to be able to transcribe each instrument separate from one another. Unfortunately!

  • @ryanmarsh2573
    @ryanmarsh2573 Před rokem

    What is the red and black map at around 2:50? Very cool looking.

  • @jaodasilva7993
    @jaodasilva7993 Před rokem

    Can someone make a list of the maps shown in this video?

  • @JaySmith-cd1ln
    @JaySmith-cd1ln Před rokem +4

    You'll have to pry the Fireblu from my cold dead hands! 😁

    • @NirvanaYoutube
      @NirvanaYoutube  Před rokem +3

      Can be a legitimately good texture; see 50 Shades of Graytall!

  • @sobaddoom
    @sobaddoom Před rokem +1

    My experience has taught me this is impossible.

  • @rickwoods5274
    @rickwoods5274 Před rokem

    This is yet another reminder that I need to turn the music back on... I've been playing Doom with music off for years now and I've seen a bunch of references to how the music contributes to the atmosphere lately.

  • @ZetaPrime77
    @ZetaPrime77 Před 6 měsíci

    A Homestar Runner reference? Can I get a "BONUS"?

  • @collinvisser7108
    @collinvisser7108 Před 10 měsíci

    Neat thanks for making this

  • @Flikswich
    @Flikswich Před 23 dny

    What's the map at 7:00?

  • @nefelibeta2637
    @nefelibeta2637 Před rokem

    13:55
    lol

  • @joeschmoe6908
    @joeschmoe6908 Před rokem +1

    Love the teen girl squad clip! Great video, thanks.

  • @PeterLawrenceYT
    @PeterLawrenceYT Před rokem +1

    But I LOVE fireblu 😭😭😭😭😭

    • @NirvanaYoutube
      @NirvanaYoutube  Před rokem +1

      It's a good texture that deserves more than meme value maps!

  • @ruralserf
    @ruralserf Před 4 měsíci

    What’s the map at 8:25 ?

  • @andarerYT
    @andarerYT Před rokem +1

    For me it's very simple, I just give up mapping and let good mappers do their thingy.

  • @1pcfred
    @1pcfred Před rokem +1

    There is nothing better than Opengl.

  • @WigglyStuf
    @WigglyStuf Před 15 dny

    This video both inspired and discouraged me, lol... now startan doesnt look so good

  • @Doom2isthebestW55
    @Doom2isthebestW55 Před 4 měsíci +1

    This video was made after not getting sleep for 3 days it sounds like

  • @user-lm2gx7ox7x
    @user-lm2gx7ox7x Před 8 měsíci +1

    the like counter was 420, i ruined the funny number

  • @NightridingDoom
    @NightridingDoom Před 2 měsíci

    Fireblu * gets banned*
    Also, Some skies do not like software

  • @bummbrotha1065
    @bummbrotha1065 Před rokem

    Why do the best looking wads have to be so unfairly difficult?

    • @NirvanaYoutube
      @NirvanaYoutube  Před rokem +5

      This comes up a lot and my response is mostly just to use the difficulty settings these wads have. I put a lot of work into making sure Fractured Worlds on HNTR hits the same major notes as UV but is toned down enough to be enjoyable to players who don't want a massive gauntlet.
      All of Ribbiks' wads have great balance on HNTR and HMP as well, and things like Miasma are also toned down decently. It's always worth checking the other difficulties out if you really want to play the wad anyway.

    • @bummbrotha1065
      @bummbrotha1065 Před 8 měsíci

      Ribbik's wads are what I have trouble with the most. Sunlust has great balance on it's lowest difficulty setting, but anything higher is just too much for me.@@NirvanaCZcams

  • @nathanbeets8229
    @nathanbeets8229 Před rokem

    But....Fireblu funny.

  • @AmoralPhat40oz
    @AmoralPhat40oz Před 5 měsíci

    High energy

  • @mopeybloke
    @mopeybloke Před rokem

    Just use Vulkan instead.

  • @GermanPeter
    @GermanPeter Před 4 měsíci

    This is a really nice video, but your audio is far too quiet. I had all my audio on max and still needed to crank up my headphones just to make out what you're saying. Made it difficult for me to focus on your points, because I had to also focus on trying to understand you.
    I'd say you're about half as loud as you should be, not because you mumble or anything, but because the volume is just too low. You can fix that in post.

    • @NirvanaYoutube
      @NirvanaYoutube  Před 4 měsíci

      Yeah, audio levels have always been a bit of struggle to figure out because I had a bad set up for a while. I think my newer videos are a little better!

  • @nirmalakumari4965
    @nirmalakumari4965 Před rokem +1

    You sound like a slightly higher pitched decino.

  • @dron12261
    @dron12261 Před rokem +3

    opengl sucks

  • @SkwisgaarScampini
    @SkwisgaarScampini Před 11 měsíci

    This video basically just made me want to quit

  • @sveinnrafnsson851
    @sveinnrafnsson851 Před rokem

    AI will replace mappers tbh

  • @asthalis
    @asthalis Před 2 měsíci +2

    probably great video but, sorry, I can't stand vocal fry, it's unbearable...

  • @HexenStar
    @HexenStar Před 10 měsíci

    Vanilla Doom II textures are completely hideous for the most part. There some that can be used well,
    enough for a tech-base map with some gothic injections, but even through creative combinations the
    limit is not very far. Over 80% of these textures are wasted. That's why the best maps overwhelmingly
    use custom textures, which the map makers often make themselves as well.
    There are multiple reasons for such poor value of the vanilla. For starters, it's primitive artistically.
    Two - the textures often display some nondescript mess of questionable nature. Three, even when they
    do try to display something reasonable - the result once again becomes a nondescript mess. Four -
    color selection below rudimentary. By that i mean not the number of colors, but the number of shades.
    It's the same difference as is between the story-bought kindergarten crayons and the colors that a
    proper classic artist mixes himself. (which by the way, is another ever-present issue that the best
    mappers always solve by using thematically oriented custom textures which provide greater selection
    of shades). Finally, - excessive tiling. While excessive tiling is an aesthetic/stylistic problem deriving
    from the technical aspect of inferior source material, but even ID Software designers foresaw that, and
    tried to amend it here and there by creating more varied textures belonging to the same theme.
    Excessive tiling in this case means that the textures (or flats) when tiled, - create a highly repeatable
    and predictable pattern than looks like something that is stuck between 1990 and 1991. Already by
    mid-90's game designers would not have this neanderthal approach to art-style in their games. This is
    another pitfall subject that any designer above average skill and working with vanilla - has to overcome.
    Yes, by some stretch and the noticeable resulting quality drop - some peeps managed to insist on putting
    even the less versatile vanilla textures in their maps. That, however, does not make those textures truly
    useful. It just illustrates that as a poorest choice that would've looked much better with a texture selection
    properly befitting the design concept.

    • @DoomKid
      @DoomKid Před 2 měsíci +3

      Gosh, I disagree with about all of this. The vanilla textures mostly look fine and have a muted palette that accurately captures the tones we see in everyday life very well given the 256 color palette. Additionally, the maps/custom texture packs that feel the need for everything to be a rainbow are by contrast hard on the eyes, more patience testing and less "fun". By design, to be clear - but still!

  • @wowsnav
    @wowsnav Před 4 měsíci

    it's a video game, not a movie. the map doesn't need to look good, it needs to be fun to play. that's it. I'm looking at enemy positions, compositions, the movement of projectiles, etc. when I am playing. I'm not looking at level architecture and thinking "wow that's so cool and good looking" i'm thinking "SR50 past the wall of 30 archviles to avoid death".

    • @NirvanaYoutube
      @NirvanaYoutube  Před 4 měsíci +1

      I don't think any part of the video advocates for visuals over gameplay. I have a bunch of videos on encounter design etc.