wesleyjohnson
Junior Member
Posts: 133
Registered: 04-09 |
I have thought ever since I got the first Freedoom with Legacy that it was trying be a DoomII replacement, that was recreating the same gameplay of each original room with an equivalent.
Many of the levels looked so familiar, and I remember solving a level like that in one of the Doom games.
But I am really confused now about what FreeDoom is trying to do, and it does make a difference to the player. It is especially important because FreeDoom is unfinished and the players encounter things that seem to need fixing, and they want to be helpful and point it out, but in reality they do not know which way is 'correct' or 'intended'.
They point out things that seem wrong, because they have been given the wrong impression about what is in character for this wad.
Leaving this as confusing as it is, where only a few developers know what the target is, is going to lose supportive people. If they don't know whether they are pointing out something important, or appearing to be making a dumb mistake, they will just stop pointing, or caring.
I am not sure from this thread that the developers are consistent in this regards (but I cannot tell which repliers are developers and which are not).
I program professionally (Linux, and embedded systems) and this is exactly the kind of loose end that can ruin a project.
As to my wishes:
1. The best reason for a DoomII clone wad would be to fix all the irritations, bugs, inconsistencies, with the original.
2. A completely new set of levels is much more work, independent,
harder to pin down what you are trying to do. More freedom, not constrained by trying to match any existing wad. I think it will tend to wander to this unless you actually set rules saying that you are sticking to some doom wad as a guide.
3. I want to make considerable improvements to some levels. For instance I think that every place that you can see a monster should be accessible to the player. After all how did the monsters get up there. All it needs is some back passage. It does not even have to affect solving the level. I cannot even begin to suggest such things until I know how much it is with or against your design guidelines.
4. I think all levels should be solvable by people with slow fingers.
The original Doom readme says things to that effect, that this is not a twitch game. But some of the FreeDoom levels cannot be solved except the exceptional finger speed and dexterity. It this following some guideline, some previously established criteria for a doom level, or can I argue against it. I don't want to appear stupid for not knowing how it has to be that way, that the developer is trying to match some established criteria.
Sorry this is so long, but I actually have to cut this short.
There is much more to this that has been brewing in my mind for a long time.
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