wesleyjohnson
Forum Regular
Posts: 677
Registered: 04-09 |
I have been working on modifing Map13. You may wish to consider it for FreeDoom. It is rough yet with many functional flaws. It is just an editor file yet, not yet played.
My modifications include:
Give it a "Downtown" feel, with street and local buildings, fence.
Making the facility sensible with some functionality of a business.
Voodoo-free path around critical door.
A voodoo operated elevator (non-critical path).
Extended pool and more canals.
Dock, warehouse, back warehouse, control room, pump room.
Extra paths around and through existing areas, which can be used at any time. This removes the one-path solution of previous design.
Very non-obvious, non-constrained, as to solution path.
Make use of all three keys (I could use 4 or 5).
Remove weird teleport traps, replaced with design compatible ones.
Is it proper for FreeDoom to use all six keys (normal and skull)???
This would be easier if there was a manual of solutions for common situations. I am having to figure these out by looking at FreeDoom levels. Then trying to figure how to make it happen in editor.
- doors, how high for each part
- steps, how high
- window, how high for ledge and top
- switches, plain or indented, what heights to use for indent.
- facade at edge of level, howto
Using Yadex, it has some nice combination operations, but it makes mistakes which I have to correct the hard way.
It has a level checker which finds any incomplete sector and other
nitpicky things like unused vertices laying about.
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