hex11
Senior Member
Posts: 1485
Registered: 09-09 |
ptoing said:
The thing is, if stuff is flat and also otherwise very wolf3d (ortho walls and such) things can get boring fast. While flat maps can be fun I would say that generally if you took a flat map and edited it to be less flat chances are it would be more fun.
Yeah, if you make a Doom map that's a replica of Wolf3D style engine, well I have to question why you're even using the Doom engine in the first place? It might be okay as a pure exercise in WAD-making, but probably very few people will enjoy playing it.
But if you have a mostly flat map (even with untextured floors & ceilings), it could be fun to play if the layout is interesting (irregular, lots of angles), and there are some tiny bits of Doom engine features such as windows, shallow nukage pools, textured columns, switches, and maybe even a low ledge here and there.
For example, look at Return to Castle Wolfenstein, an old 1994 episode. The first level is simply boring to me (I was never into Wolf3D and actually prefered traditional 2D action games to it), but on E1M2 it starts to get fun even though it's mostly flat. Note that you'll need a v1.1 IWAD to patch with (because of some specific sprites), but the resulting charwolf.wad runs fine with later versions. There are several tools that can be used to downgrade your IWAD to previous versions (just make a backup first...)
On the other side of the coin, the Doom engine is also a poor choice for highly vertical maps. Well at least in vanilla flavor, since there is no mouselook (or even up/down keys like in Heretic & Hexen) and the vertical autoaim tends to not work consistenly. Heck, in some PWADs you can't even see the chaingunners that are firing at you because they're so far up or down from your position.
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