40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.

Posts: 5063
Registered: 08-07 |
By habit I've always made my maps (with the exception of Motornerve) to have monsters not be able to see the player right from the start. When I first really got into doom, meaning playing through megawads, I played JDoom on a shoddy laptop using 3D models. All the 3D models and dynamic lighting took a good bit of time to load and often made the start of every map very choppy and kicked the frame rate around 3 FPS. So whenever I completed a level, I was greeted with revenants punching my face off for the first 30 seconds and not being able to do anything about it.
I detested when maps started this way so I always made sure to give the player a safe place to start in even though with the PC I have now I wouldn't be bothered by this, I still do it.
I don't usually start my maps off where monsters can be seen, but when I do, I certainly make them face the opposite direction. It's not so much the realism as much as it is the map author tactically placing monsters in a way that would make the best experience for the player.
Often times having monsters face the opposite direction at the start of a map will trick the player into thinking this map will be a breeze, when firing upon them ultimately wakes up all the hard monsters scattered around, or activates teleport ambushes, etc.
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