MajorRawne
Forum Regular
Posts: 811
Registered: 04-10 |
Hi, thanks for the feedback. My thought process was like this:
If I make the areas as close to the originals as possible, I'd get criticised by reviewers for copying the originals or accused of copy-pasting, which I have NOT done - each area was painstakingly built from scratch using inspiration, and in some cases sidedef and sector size measurements, from Romero et al's maps.
Alternatively, people might skip the map as they've played the originals a million times.
It's also very difficult to weave all of the elements from these maps into one cohesive whole; if you thought The House That Fear Built was fractured, this would be a nightmare. You can do an E1 tribute map no problem. Things get difficult when you're encompassing Doom 2 and Alien Vendetta. Why would some areas be so detailed and some so bland? Why would the style of gameplay change from area to area? Also, all of the other mappers have way more skill and experience than me, and I didn't want to be the only one churning out those 1994-style maps that I sometimes criticise.
I also struck on a rather powerful idea. What if the player explores these areas, wondering why there are so many differences from the original, but as they're preparing to criticise this, they realise the originals have not stayed static for 20 years - they've changed, they've been upgraded, they've moved on. It's the player who hasn't moved on from those days!
This is probably too subtle for most people, so would need referring to in the text file... but when you think about it, people don't just fear their past because something bad happened in it. Maybe they fear it because they know that everyone and everything from it has grown up and moved on, but they themselves are still hanging on to old feelings that should have long since been resolved.
That, to me, is a lot scarier than simply looking back on something that happened decades ago.
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