wesleyjohnson
Member
Posts: 447
Registered: 04-09 |
I have been playing Doom since 94, off and on, so I do not consider myself a newbie, but neither do I go so far as to have my every twitch response tuned to the game, like so many kids do (like my nephews).
For me, without cheating, at medium difficulty, I can get upto level 10, and no more. So yes, I consider some of the levels of FreeDoom to be overly unfriendly in difficulty. I do not bother trying anymore, I just cheat.
1. doors that can be passed only by players with fast mouse-based running
2. hidden areas that are hidden so well that you need a cheat sheet to know of them
3. levels where there is just enough ammo to kill the monsters if you have a near perfect one shot, one kill, accuracy.
Most of this is caused by designing for one, instead of designing for all player levels. It really looks like many of the levels are copied from pre-existing PWAD sources, so as to fill out levels that have not been addressed yet. Such PWAD levels frequently gave no consideration to player levels.
Most could be fixed by some tweaking of player level resources, and some problem areas need more than that. I do not get very promising replies when I bring it up, but there may be some fixes ongoing. Some changes have been reported, but I do not know yet what they are as they have not made it to a release.
See my "Fast doors" thread.
I do not believe in "learn by dying", and consider any level that requires that to be grossly flawed.
In the end it depends upon what the FreeDoom level designers want to do. If the most consideration is going to be for the advanced players, like so many PWAD were, then other players might as well practice their cheat codes instead of their skills.
Last edited by wesleyjohnson on 06-08-09 at 22:43
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