Still a little masterpiece. Say, do you think you could provide pictures of the vector maps of the levels? I'm interested in understanding Doom level design and it would be cool to see how it was done.
thanks!
Game artist/designer is Paranoid Cactus - I cannot cover the years of experience he has, but the usual Doom mapping rules apply:
- shading using sector lighting
- peaks of next section
- give the map a sense of scale (see laval pools)
- secrets!
- some elevation to make it more interesting (caves are "below", vantage points are "higher" ...)
