Then release it as a single level in map01, which is by definition a pistol start situation. Or if it has to be in a larger project, place it in a level slot where the player does not yet have access to the BFG.
It's not only too much work but it many cases it is completely impossible. In a wad I'm making I have a map where you start surrounded by a lot of imps, plus a few revs, cacos and one spider. And you get only sg, cg and very few stimpacks. There is just no way to make it any difficult for the player with a BFG. He will just shoot two or three times and here goes my carefully balanced battle that I've been playtesting for days.
If you're locked into a slot where the BFG will definitely be available for continuous play, then design with that in mind from the beginning. Failing to do so is on you as the designer, not the player.
Edit to add: also, don't assume that having a BFG means the player will automatically use it. I regularly engage in battles with the chaingun or SSG rather than the BFG, because I'm conserving it for emergencies. I generally only bust it out if I'm stuck, or if I'm finding cell packs and have a full count of ammo for it already.
Spurious hyperbolic example is spurious hyperbole.
Hey Capellan, I heard some players do not enjoy dying in Doom, should I place an invulnerability in every corner to accomodate those kinds of players too?
No, thank you very much, if it is my map the player will play by my rules. If an idea of map30 demands a pistol start, I am not going to give the player a button to break the level.
Frankly, if your idea of map30 "requires" a pistol start, I'll just not play it (or type IDFA while calling you unkind names for being a lazy designer). It's map30, for chrissakes. The most continuous of continuous map slots.
Edit to add: On the flip side of this, if you're mapping for a multi-level project, be aware of that. It's not good form to stick a megasphere, BFG and 600 cells in your exit room. If a player deliberately saves those items so they can exit the level with them, great - that's a part of the continuous gameplay they're engaging with and employing. But you shouldn't make the next level designer's life more difficult than it has to be :)
Last edited by Capellan on Apr 3 2013 at 03:30