esselfortium
Cumulonimbus Antagonistic Posting

Posts: 5152
Registered: 01-02 |
myk said:
Esselfortium, your post screams "me, me!". I mean it because of the over-empahsis ("this is a really bad idea" "tons of good mappers would not join") and by the way you end it. You also add irrelevant arguments about vanilla quirks that don't work in some OpenGL engines. Doomsday actually aims to support those, but in any case, who said the tricks were necessary?
I stated my case strongly because I strongly feel that it's a bad idea.
Organizing 32in24s with Shaikoten, we've discovered time and time again that the more limits we place on mappers, the fewer people are interested in contributing to it. Interestingly, even doing a ZDoom project as an experiment (rather than our usual aim for Boom compat) didn't see nearly as much participation as usual.
I don't think I said anything about OpenGL or vanilla quirks, though. o_O I think you might be mixing up my post with part of NiGHTMARE's.
You're not addressing the fact that Feedoom's core levels wouldn't work with vanilla engines, and just because some people wouldn't map for it, it doesn't mean the community wouldn't output 60 quality vanilla levels even before the resources were done. There are also mappers who would stay away from it if it weren't vanilla compatible, anyway.
In fact, if you want to guarantee attracting a consistent amount of good mappers that tend to stay strictly away from vanilla, you'd have to make it for something more advanced than Boom, probably ZDoom or GZDoom. Your own arguments are hinting this. Or Eternity, perhaps, although that would be rather experimantal, as it's unclear how popular it will become at this point.
I don't see how mapping for what's essentially the definitive standard and is supported by nearly every port that's used today is remotely comparable to limiting it to any other port. The Community Chest series has been successful in Boom format, as have the 32in24 series and many other megawad projects.
It's an admirable goal to aim for a full set of maps with compatibility with every existing Doom engine, but achieving that full set of maps becomes much more difficult as you tighten the limits.
Boom mapping is nice because it's scalable, so to speak: it's possible to make a Boom-compatible map that could also potentially run in vanilla (with the mapper not needing to learn anything new, even), while at the same time being possible to create much more than that.
Is it more limited than, say, ZDoom? Sure it is, but when you get to that point you could also say other ports are more limited than Quake, and so on from there. Boom, or even limit-removing, is a good compromise that's been proven to work with successful projects from the time of Boom's creation to today. It's powerful enough to allow for a lot of originality and ease of use, while still being similar enough to limit-removing or vanilla mapping that it can be easily picked up by someone who hasn't worked with it before.
__________________
Released: Seventeen More Times (album) - Listen free online! | Vaporware Demo | SpaceDM9 | A Terrible Flood (album) | SpaceDM5 | Greenwar 2 | 32in24 series | Claust1024 | Testing Facility
In Progress: Vaporware | KDiKDiZD | TSoZD | ???
Resources: EDF Monster Library | Mapping Tips | CC4-tex | EsselTX
Last edited by esselfortium on 12-21-08 at 06:13
|