took his ball and went home
Since my map has such a large area, I had to put in 71547652 bastards to keep the player on the run, paraphrasing what John Romero once told, a good level always has to threaten the player with death around every corner. Yes, Enemies will warp in by scores, and your screen will many times over look like July 4th, but... I will not make the difficulty impossible, there will be fair, good fights.
You know what. I'm a bit fed up with maps that have hundreds of demons raging at you from everywhere. Ambushes near keys and more vital powerups are so obvious, that they are not ambushes anymore...
That's my opinion, but do whatever you think is appropriate, just please do not increase overall map difficulty with 71547652 monsters...
Yes, the map is indeed strange, there, I've said it. Strange, but only rightfully so to host insane amounts of ideas I'm trying to implement, with gameplay and fun factor clearly in full view, I am not too worried about atmosphere here... just think of this map as a carnival, and each of those room is like a 'haunted house' or 'halls of mirror'. Did I mention that there are now 150+ tags, and less than half the functionings of the map is done? 40+ secrets is my target.
Maybe if you describe your map as strange people will get the idea that "you made it that way" :)
Traps that involve megaspheres and keys are commonplace in this map, just think of AV or HR, grab the blue key, and 12098 bastards warp in, but my trap mechanism doesn't confine the warping to one room, it is specifically designed to PUT monsters where you plan to retreat, gruesome... and if you plan to run away to a tunnel or somewhere narrow, forget it, I plan to keep players on the run, even on such a large level with so much maneuvering space.
When you go to put the monsters in, try to make some traps and stuff to keep it interesting, and maybe cut back on the higher-up bonuses like the soulsphere and bluearmors. Keep a balance between health and ammunition.
The soulspheres and armor are placed there because I specifically designed this map for a co-op session without "Item Respawn", it is to be refined, I will also tweak it for single player once it is done, by cutting down the enemies and powerups.
Yes, deathmatch can be implemented, and YES, it is universally compatible.
I'm interested in playing your map after it's finished. Maybe you could incorperate deathmatch into as well.
Is it doom2.exe/doom95.exe compatible?
Any more questions? Suggestions? Critiques? I'm willing to listen...
Last edited by Doom Marine on 11-08-03 at 19:11