Original message
| Crym01 crym@aon.at | "Modified DOOM 2 Levels for ZDaemon!" , posted Sat 28 Apr 17:15  
Next week (i hope so) i will complete my modified E1M1 Level ...
okay ... today i played ZDeamon and i thought some Doom2 Levels are not very good for Deathmatch Mode ...
so what do you think of the idea to modifie all (or most ... or many :)) original Doom2 maps so that they are playable in DM mode??
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| MrHarmony do@reologica.se | "Re(1):Modified DOOM 2 Levels for ZDaemon!" , posted Sun 29 Apr 00:44  
Dunno, really... I was thinking the very same thing; modifying the original levels. Eliminating some of the dead ends, perhaps adding a few secrets and other stuff to improve the possibilities of tactical tricks.
As to actually doing it, I'll have to learn more about deathmatch gameplay and tactics, as well as level design first. Been programming for 16 years (B****, 68k, x86, C, C++, Pascal etc, mostly low level stuff, graphics, sound,...), and doing graphics and music for some 10 years, but I'm quite new to Doom editing. Me and my girlfriend just discovered this great creativity outlet (which also results in levels for hours of fragging fun :-)
Anyway, there's one major problem with modifying levels: If you add "circular paths" and stuff, you can totally change the gameplay - which results in a level that looks very familiar, but really isn't. Strange. Don't know if that's good or bad... :-)
Anyone actually tried this seriously?
//David
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| | deepteam jack@sbsoftware.com | "Re(2):Modified DOOM 2 Levels for ZDaemon!" , posted Sun 29 Apr 09:34  
That was one of the first things I did at first too (long ago)!
Adding new "circular paths" usually improves death match play. Once one plays the "new" level, the old seems very restrictive.
If you like it better, it's "good":))
As an added bonus, it's a good way to get into editing.
www.sbsoftware.com
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