Uploaded April 2016 | Updated September 2026, 2 weeks ago
The official soundtrack for Petroglyph's latest RTS, 8-Bit Armies, composed by none other than the great Frank Klepacki!
The official soundtrack for Petroglyph's latest RTS, 8-Bit Armies, composed by none other than the great Frank Klepacki!









![(Doom Builder) Prey-Like Portals Tutorial
Learn how to make awesome, Prey-like portals in Doom Builder no scripting required!
00:00 Intro
01:29 Shaping the Portals
05:40 Implementing the (Static) Portals
12:45 Testing the Static Portals
14:26 Switching to Interactive Portals
18:07 Testing the Interactive Portals
19:23 3D Floors Warning
22:38 Testing 3D Floors with Portals
24:15 Bonus Clip: Episode One Portal Hub
Tutorial WAD:
http://www.mediafire.com/file/63f7k0r6gjpd2gp/Portal_Tutorial.wad/file
[Bonus]
Episode One Portal WAD:
https://www.mediafire.com/file/yoj3u9v833ej1pm/Portal+Episode+One+Hub.wad/file
I also highly recommend checking out Darkstar Archangels tutorial in which he shows how to use portals to create a seamless room-over-room effect (an excellent alternative to 3D floors!). You can watch it here:
https://www.youtube.com/watch?v=jBXxVc1X8bE (Doom Builder) Prey-Like Portals Tutorial](https://i.ytimg.com/vi/oUCji83Xt50/mqdefault.jpg)
![[DOOM] John Romeros Level Design Rules
During the development of DOOM, John Romero came up with eight special rules to make his levels look and play as good as possible. This video discusses those rules and shows how they were applied all throughout Knee-Deep in the Dead, DOOMs iconic first episode.
For reference, the eight rules are as follows:
1. Always change floor height when changing floor textures. (0:28)
2. Use border textures between different wall segments and doorways. (1:05)
3. Be strict about texture alignment. (1:47)
4. Use contrast between light and dark areas and cramped and open areas. (2:25)
5. Make sure that if the player can see outside, he can somehow get there. (3:13)
6. Be strict about having several secret areas on each level. (3:53)
7. Make levels flow so that the player revisits areas to better understand the 3D space. (4:44)
8. Create several easily-recognizable landmarks for easier navigation. (5:49)
Original source:
http://web.archive.org/web/20111121052306/https://archive.gamespy.com/articles/december03/doom/romero/
For more information on John Romeros upcoming fifth episode for DOOM, Sigil, check out its official website at the following link:
https://www.romerogames.ie/sigil [DOOM] John Romeros Level Design Rules](https://i.ytimg.com/vi/ptHurafdCoQ/mqdefault.jpg)