Severed bunny head
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Monsters and skill levels
 
Author
All times are GMT. The time now is 16:07. Post New Thread    Post A Reply
peach freak
Junior Member


Posts: 141
Registered: 10-05


IMO this is a very overlooked aspect of Doom mapping. And quite frankly, I suck at it. If you were to play one of my maps, there's little to no dropoff in monsters going from hard to easy skill levels.

When I'm thing placing, sometimes it crosses my mind saying "Wow, this would be totally egregious on easy skill levels!", so I would adjust the monster difficulty flags as such. But this only comes in short bursts for me.

How do you go along configuring this task with monsters? Do you take a hard-to-easy approach or an easy-to-hard approach?

Last edited by peach freak on 12-22-11 at 22:29

Old Post 12-22-11 22:19 #
peach freak is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Phobus
Senior Member


Posts: 1468
Registered: 10-06


Hard-to-easy most of the time. Other times I literally make each difficulty have an entirely unique Thing placement scheme. If i'm doing Hard-to-easy I optimise UV for my preferred difficulty levels and then just remove a few of the tougher monsters (or cut out some numbers of weaker ones) for medium and then make it so easy has about 50-66% the monsters of hard.

Old Post 12-22-11 23:15 #
Phobus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6838
Registered: 06-06


I never play on anything less than hard, so I put little attention to lesser skill levels. I usually design and playtest the maps on hard. There are many instances where I place 3 monsters, which is one for each skill.

I know it would be cool to actually design and playtest maps for Hurt Me Plenty... Only little problem is that gamers are more used to Ultra Violence, and if they get to play my map in a super-buffed UV, they'll start to think that my map was designed for experts only.

Old Post 12-23-11 00:28 #
printz is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
PRIMEVAL
Senior Member


Posts: 1394
Registered: 03-09


I actually tend to do Hurt Me Plenty first then adjust accordingly afterwards (sometimes). I hate setting difficulty and usually avoid til the very end of finishing the level, and after I start a few new levels.

__________________
Facebook | Twitter | Music on Facebook | Soundclick | Youtube | SoundCloud | ReverbNation

Old Post 12-23-11 00:35 #
PRIMEVAL is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Rambosee
Rambodo


Posts: 287
Registered: 01-11


Because everyone plays on UV, I design for it.

Old Post 12-23-11 00:36 #
Rambosee is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Mr. Chris
The term is "prehensile"


Posts: 3663
Registered: 07-02


When I do placement, I have more and/or stronger monsters for higher sklls and less and/or weaker for lower difficulties.

Old Post 12-23-11 00:57 #
Mr. Chris is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 16:07. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Monsters and skill levels

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory