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casper
Full of crap


Posts: 37
Registered: 06-01


is there anybody outthere who needs a story in a map?
is a story important?
>>>>>>>><<<<<<<<<<<<>>>>>>>>>>>>>><<<<<<<<<<<<>>>>>>

Old Post Jun 29 2001 08:32 #
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Liam
the Bard formerly known as the Bard


Posts: 4018
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You don't need one. It doesn't really enhance the gameplay. Still, if it is a megawad/TC you're making, it would be best to have one.

Old Post Jun 29 2001 12:30 #
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Zaldron
Sex Cauldron


Posts: 7467
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You don't need storylines, but you gotta get yourself a theme for the level.

I don't really care who I am, or why am I there. But if I'm in a military base, I wanna see computer labs, guard houses, living quarters, recreation rooms, armories, baths, etc etc.

There's a lot of difference between a level, and a random assortment of rooms.

Old Post Jun 29 2001 12:34 #
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Liam
the Bard formerly known as the Bard


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You don't need storylines, but you gotta get yourself a theme for the level.

I don't really care who I am, or why am I there. But if I'm in a military base, I wanna see computer labs, guard houses, living quarters, recreation rooms, armories, baths, etc etc.

There's a lot of difference between a level, and a random assortment of rooms.
Well, you do have hell maps. Those are fun to make because nobody has been there or have an idea of it so nobody can go: HEY! This doesn't feel like a hell map!

I'm doing a few doom2 maps right now and then I'm going to tackle a replacement for "inferno".

Old Post Jun 29 2001 12:40 #
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Zaldron
Sex Cauldron


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But you always follow some sense for Hell. Just take a look at the levels you're making. Everything's in the right place, no matter if it's and outdoor lava crater or a macabre gothic castle.

Old Post Jun 29 2001 12:42 #
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MACVILWHORE
Want some coffee?


Posts: 477
Registered: 06-01


Just one that tells you how ya got there and why, BUT GOOD GAMEPLAY, WE NEED GOOD GAMEPLAY PEOPLE, THAT "IS" WHAT matters doesn't it?

Old Post Jun 29 2001 13:56 #
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Doom-Child
Wears the man-pants in this family


Posts: 1365
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Personally, I prefer a level that incorporates whatever story it has into the level (like that Trust ZDoom TC from a couple of months ago). I'm big into the immersion quality of gaming (I lose track of time when I play Q3 or HL), and I think a story really helps push that along.

However, as always, gameplay is essential. And layouts that don't suck are good too.

DC

Old Post Jun 29 2001 14:15 #
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pilottobombadier
Stained Class King


Posts: 1199
Registered: 06-01


Yeah, gameplay is numero uno, regardless of what the story is. If the level doesn't play out the way you, the player need it to, it'll suck. I've personally played a quite a few levels that were considered "the best", but I didnt' like 'em. I prefer the slaughter to puzzles and adventures. It kinda lowers the boiling on the blood when you got godmode all weapons, and a million and a half critters placed JUST right.

Old Post Jun 29 2001 14:23 #
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Liam
the Bard formerly known as the Bard


Posts: 4018
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I prefer the slaughter to puzzles and adventures.
Keeping the doom tradition alive!

Old Post Jun 29 2001 14:46 #
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