


I wish I still had a copy of the very first map I made, some fifteen years ago now: every room was rectangular, every hallway was 64×64, every encounter had monsters packed in so neatly that they couldn’t even move sometimes. It turns out that’s not very interesting. I want to make lots of flat rectangles, aligned to the grid. I admit also that my initial design instincts are terrible. That means we can learn about it together! I haven’t even released a Doom map, aside from the one attached to the previous post. I have to say upfront: I’m far from being an expert on design. So if any of the screenshots seem to be slightly inconsistent, it’s probably because the editor crashed and I had to redo some work and it didn’t come out exactly the same.) Design (Fair warning: NVidia’s recent Linux drivers seem to have a bug that spontaneously crashes programs using OpenGL. But please do comment if I blatantly forgot to explain something new. Poke through SLADE’s keybindings (Edit → Preferences → Input) to see what hidden gems it has, click that “Show All” checkbox in the prop panel, and go wild. I still touch on new editing things I do, but honestly, you already know the bulk of how to use an editor. This post is more narrative than mechanical it’s a tour of my thought process as I try to turn my previous map into something a little more fun to play. I assume you’ve read the introduction, which tells you the basics of putting a world together.
