The Ultimate DooMer
(former) /newstuff Chronicler

Posts: 4493
Registered: 03-02 |
The rules say that the map must be do-able from a pistol start, but there's no restrictions on difficulty.
The best thing to do IMO is put enough ammo down to kill all the monsters, but not too much more than that. A chainsaw and/or berserk should also go down to make sure the player always has a chance, even if he runs out (build this into the balance if you want to, but don't take into account the fact that you can chainsaw/punch wide monsters in the newest ZDoom - doing this will screw up everyone playing with other Boom ports).
This would make the demos challenging to record, but also keeps the ammo you carry from getting too high as you go through the megawad (thus preserving the challenge coming from having to watch the ammo and not waste it). I think this was achieved very well in CC1, despite it's compilation-based nature.
As for BFG's - in CC1 I think it first appeared in a map 14 secret, so I'd suggest keeping it out of the first section. I'll be using it in map 15 (as it's needed...) but I would prefer it to appear before then if possible, so anyone entering the city from map 14 won't feel a huge desire to rush to the building containing it first.
Last edited by The Ultimate DooMer on 04-27-04 at 23:13
|