deathbringer
Post invalidated by first word being "uhhh"
Posts: 3497
Registered: 04-02 |
uhhhhh
Secrets should contain an item that is proportionate to the amount of effort to get them. If its just a "wall shifted down" type secret it could contain a few boxes of sheels or something, just to give the player some ammo security. But if you have to walk along a ledge, shoot a switch, jump off, open a door, get on a lift with nanoseconds to spare and kill a baron, it better DAMN WELL contain a BFG or Megasphere
Releasing new monsters in areas where the player has to backtrack is good too, so you dont end up boringly running through empty hallways. Just remember that after all the battles before backtracking, the player will be weakened, so the new monsters should be slightly easier than the first lot
Releasing an arch-vile "behind" the player too which can revive a few dead enemies is a good trick too, but dont over-use it, and make sure the player is 'tooled-up' enough to take it on
Dont just leave enemies out in lower skill levels, use something weaker!, Like DV, which has a hallway full of revenants, but on lower levels they are imps, so you can still have a good fight, but its still easier
Give the player glimpses of cool items in secrets, like E1M3, with the soul sphere you can see through a window, but cant get to
Non-linearity is king, dont FORCE the player down one route, but on the other hand, dont make it so the player is confused and gets lost
Dont use source-port features (slopes, 3D floors) ect just because you know how, make sure they are integrated into the level (like in my own 'out my ass' wad, which is otherwise bad, but it has one 3D floor area which doesnt cheesily scream "OMG A 3D FLOOR!!", its just there, most players probably didnt notice it)
Use revenants sparingly, people are tired of having hundreds of them charging out of the walls every time they pick up a stimpack by now
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