printz
CRAZY DUMB ZEALOT

Posts: 6849
Registered: 06-06 |
If you make a Doom 1 project, you have the freedom to add all-new monsters.
I'm not particularly fond of adding new power to PrBoom editing, other than fixing some MBF incompatibilities that might arise. While I was among the group that criticized the "Limitations breed innovation" thread, I was more against not using any new content. With MBF yes, you still have to destroy some existing monsters to give room. But you're free from the pressure of total freedom, and know when to stop monster-editing, in order to move farther. But probably if you're a good author, this need for limitation wouldn't help anyway.
If I map something for PrBoom using MBF features, I wouldn't count on ZDoom adding support for it. While some features are indeed emulated in ZDoom (Mushroom, RandomJump/A_Jump, Spawn, PlaySound, TOUCHY) others are very specific and deeply coded (FRIEND, BOUNCES), and would join an already large population of similar flags that use classic ZDoom, Hexen or Strife behavior.
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