"Doom mapping is often called simple because it's just like drawing a map on a piece of paper. Quake mapping, on the other hand, is a lot like building with Lego."
Thread on an interesting new (still in development) way of building Doom maps: https://www.doomworld.com/forum/topic/103999-announcing-bsp2doom-build-doom-levels-with-a-quake-editor
This tension between models is partly why some of my ideas for a truly powerful engine-agnostic level editor are still not as concrete as I'd like: ideally you want to be able to flip effortlessly between paper map and lego, making the ortho views truly useful for creating *and* revising, but keeping the perspective views powerful enough you can spend most of your time there during eg a detailing stage. Very possible, but AFAIK nobody has grappled with these questions in a broadly useful way.
Finding a lot of my thoughts about level design lately aren't much about building games at all, but about untapped meanings of simulated 3D/2D space to concepts of community.
"Virtual worlds" were this 90s-flavored approach that rode the wave of the internet's commercialization. What does it mean in 2019 to hang out with people in a 3D space? Fortnite has famously become the new mall, with all the attendant top-down corporate control. I'm most interested in alternatives built entirely by users.
I keep coming back to the concept of linked hosted servers in Unreal Engine circa 1999 (ironically, given that Epic has presided over the user creativity booms of ZZT and Unreal Tournament, and over the current mallscape of centrally hosted Fortnite).
Ah, I knew I'd already written a thread about this, so I'll just link that: https://mastodon.social/@jplebreton/100480254803643194