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Our Standards

At Snapmap-Central, we're looking for maps that exude quality and effort. Below, I tried to put a list together that highlights poor design choices. Some of these are obvious problems. Some are simply personal pet-peeves of mine. No one issue listed below will preclude a map from making the list. Consider these some general guidelines of what to avoid in your maps.
Modules with Zero Customization
Modules are the bones of a Snapmap. It's up to the author to flesh modules out into something truly unique. It doesn't take a lot of effort or imagination to connect ten empty modules and fill it with demons. We're looking for maps that show originality in design, events and environment. Snapmap offers a host of tools that allow you to add a lot of detail to your modules. Put your personal stamp on a map by customizing modules with FX, decals, sounds, props, etc.

Stacking Items, Power Ups, Weapons, Etc in One Area (Single Player Maps)
When playing through the DOOM campaign, would you see five body armors lying around in one room? Five large healths neatly stacked in a row? Probably not. Be creative in your item distribution and layout. Spread items out throughout the map based on the encounters you are creating. Try to remember to turn off "Bob and Rotate" where possible, as it looks silly to see items bouncing around in a Single Player environment.

Poor Use of Objectives or POI's
This is not an exact science by any means, but try to find a good balance between visually calling out important Points of Interest vs. placing Points of Interest every 30 feet. Some maps have NO objectives or points of interest, which may serve well in some "horror" themed maps, but generally is not a good idea in most Single Player themed maps. If something like a keycard is required to complete a level, at the very least, make it readily visible if you don't want to place a POI on it. Forcing players to explore a little is good, but having them wander around for 15 minutes, looking for a key card buried under a pile of gibs, is pretty irritating.

Terrible Weapon, Ammo or Demon Balance
Not too much to explain here. Good maps require a lot of play testing. I've been in a fair share of maps, where I have a shot gun, three shells left and 3 Baron's of Hell to kill. Sometimes it's the opposite. The map is WAY too easy. Personally, I can deal with the latter because the map can at least be completed. Running out of ammo is a huge pet-peeve of mine. Also, demons appropriate to the environment should be used. Ex. Spawning four Mancubuses in a "90 degree" module is pretty crappy. I would expect Cacodemons in an environment where they can actually fly. If you're an author, this should be one of the largest areas of feedback you're looking to get when testing a map.

Broken Logic
Things should just work all the time regardless of the players skill level. Not just some of the time. If you're an author playtesting a map, I suggest playing it through like a completely unskilled noob that has never seen the map before. Die in every room...twice. Imagine every stupid thing a player could do to break your map flow and try to fix it. People like to back track, dawdle, get up to go to the bathroom, do things out of order, etc. Don't assume they're constantly moving forward in your map. Don't inadvertently lock them behind doors that can't be opened again. Don't assume an encounter is so easy; they couldn't possibly die in it. They will. Don't assume they'll make it from Point A to Point B in X number of seconds. They wont.

No Check Points
Basically on large maps, you should have a check point system implemented.

Not Telling the Player that They Have a Limited Number of Lives
This is nice to know ahead of time. Optimally, the number of lives should be listed in the HUD if the player only has a limited number of lives.