wesleyjohnson
Forum Regular
Posts: 679
Registered: 04-09 |
You still need to decide a measure that levels must meet.
I assume Chocolate-Doom has fixed something or done some limit removing, or else it would be Vanilla-Doom.
When creating a level, it would be easy to see Boom features with an Editor, but because of limit removing ports, checking for "too many visplanes" requires a test port for the project.
1. Test levels against Chocolate-Doom and if they work, then accept them. This would be using Chocolate-Limits, and would make it a Chocolate-FreeDoom.
2. Test levels against an original id engine, such as DoomII.
No need to belabor the discussion; requires DOS, FreeDos, DosBox, dosemu, or such, and a copy of DoomII, and not everyone can do this.
3. Test against shareware Doom.
At least this is legal to distribute to everyone.
4. Test against some other port that HAS NOT got limit removing fixes, and runs on DOS, Win and Linux.
5. Designate an official level tester who has a working test port.
FreeDM:
For me, deathmatch should have freelook. Vanilla Doom has auto-aim.
If Chocolate-Doom has freelook, or is restricted to auto-aim, is important in designing levels.
For a Vanilla wad, I would assume fixed look with auto-aim unless informed otherwise.
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