abstract
| - If you intend to create a good, basic Doom level you should at the very least include some monsters, weapons, ammo and health pickups in it. How you place them is especially important. Some general tips for good item placement:
* If your level includes powerful monsters, it should also offer powerful weapons. Very few people want to fight a Cyberdemon with a pistol. (However, if the player has an alternate way to kill the monster they may be willing to forgive this; see Cyberdreams.)
* Do not give out the most powerful weapons right in the beginning. Giving the player a BFG and a large amount of cells right away is rarely a good idea, since it tends to lessen the suspense of the level by making the player feel all-powerful and the monsters much less of a threat.
* Items (especially the best powerups) should be used sparingly, except for ammo.
* Provide the player access to the corpses of killed Zombiemen, Shotgun Guys, Chaingunners and Wolfenstein SSs, so that the player can collect the ammo and weapons they dropped. Make sure that your map is playable from a pistol start*. If you start the map with a fight with some tough monsters, make sure to give the player a more powerful weapon - or an escape route, so they can run away and engage the enemies later on. When placing monsters, it should be kept in mind that well-received levels and levelsets usually get progressively harder toward the end. Placing ten Spider Masterminds in the first room of the first map is generally considered bad taste and too over the top design. Instead try to create balanced and imaginative fights that do not repeat themselves. This can be achieved by using different monster sets, varying level architecture and by giving the player only certain weapons, ammo and powerups.
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