Starke Von Oben
Banned

Posts: 252
Registered: 09-09 |
Doomaholic said:
So, you're working on a castle and a forest.
I'm working on all sorts of textures and designs right now, including war-torn streets, villages, underground bases and Nazi style (see Albert Speer). Right now I'm working on a Castle, which I'll release as a demo wad as soon as it's finished (and I'll release the texture pack also).
This is a very well set pair of areas for the theme/s: WWII behind enemy lines; in Nazi territory. Are you thinking about more levels OTHER than inside the castle (on another floor) or in a forest (different area in forest = different level)? I could give some suggestions if you didn't have anything in mind.
As soon as I've done the Castle and released it I'll then consider if I'll go on to create any further levels. The idea does seem appealing, but I want to take things piece at a time. I don't want to create myself a mammoth task before all the requirements are met.
As said previously, I'm working on a story that will be influenced by Nazi occultistism and 1970s Italian Nazi sexploitation films - I like the idea of including semi-naked nazi babes in a Salon Kitty level, reminiscent of Duke Nukem's political incorrectness. Think Nazi Pulp:
http://wk.frothersunite.com/sc/pulp/weirdwar.htm
I don't want to make a realistic WW2 mod, since it will hold the project back with regards level design. That's not to say the levels wont look realistic, but creating large tracts of forest for WW2 style "deadly dozen" maps simply doesn't look good in Doom. WW2 GI, a game built on the Build engine tried to do that and it was frankly boring and the level design was repetitive. 2D "3D" engines are essentially corridor shooters, so it's best to work within that framework.
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