myk
webbed digits

Posts: 14316
Registered: 04-02 |
SFJake said:
Alright, close mindedness stop right here.
In a world where choices are valued, closed or open mindedness is a matter of attitude towards people who have different preferences or habits than ourselves and not a question of how many options what we do gives us. Calling people "close minded" and "nonsensical" because they have a different opinion is closed-minded. You're shocked because unlike in other places, here people don't assume an advanced port necessarily makes the game better. You might want to get used to the fact.
Just because you need to jump to reach something, its not a platformer, and if thats what someone wants, why the hell do you step in his way?
Heh, actually, DOOM does share some aspects with platformers. If you do speed runs of DOOM levels, you get game aspects that are similar to a platformer's, but adding in half a dimension. This goes for DOOM with or without added jumping capabilities, since you can still jump in various ways without them.
All that said, as far as I'm concerned, one can simply concentrate on the sort of mapping one likes best. If you like to play certain sort of maps, you're better off making maps that are of a similar sort.
Enjay said:
For me, the difficulty of moving to ZdoomHexen format was not learning the new techniques but unlearning all the old stuff that was now redundant and trying to find all the stuff that I knew should be there somewhere but I couldn't find because it was different.
Right, although in other respects the inclusion of those new features must have moved the way the game plays in another direction. Some of the more effective ZDoom WADs change a lot of dynamics in the game, while others are similar to classic levels but add editing capabilities. For the latter type, having a good grasp of the basics will be more important than for the former. In one case the new features are mainly transformative, in the other more of an extension.
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