I don't know if this topic fits better in for Doom General, but I'd like to ask some of you folks a little thing. The mods are allowed to move it if needed.
A few posts here were talking about the so-called "true pistol starts". What does it mean? A start where you have no weapon in the starting location and you have to fight your way to get the first one except the pistol. A lot of times I also include levels where the only way to get a shotgun is to kill a shotgunner and the only way to get a chaingun is to kill a chaingunner. I decided to implement this in a few maps I make as well. Map 15 - The Monastery of the ones I've created has a similar way to start, yet still you can make shotgunners infight to get a shotgun. But the first serious weapon - the SSG is at least two rooms away from the start.
So, in the new map I'm making I don't feel the lack of the SSG, but I think for a lot of you the start would be a hassle if you don't know where it is. Considering the lots of fights with hitscanners, cacodemons and revenants you might need to face and soon maybe even hell knights. I'm in a very early phase of creation. I also would rather have had the SSG and I know "doable" doesn't mean "enjoyable."
In this case I wonder if I should place the SSG in the starting room. So I want to ask you - when would you prefer to put this weapon in the starting room and when would you make the player look for it? I'm really curious what you like doing when creating maps.
Oh, BTW, I'd prefer if you talk about heavier and harder maps, the calibre of Tombstone at least. If the difficulty scratches Alien Vendetta, maybe even better.
I don't know if this topic fits better in for Doom General, but I'd like to ask some of you folks a little thing. The mods are allowed to move it if needed.
A few posts here were talking about the so-called "true pistol starts". What does it mean? A start where you have no weapon in the starting location and you have to fight your way to get the first one except the pistol. A lot of times I also include levels where the only way to get a shotgun is to kill a shotgunner and the only way to get a chaingun is to kill a chaingunner. I decided to implement this in a few maps I make as well. Map 15 - The Monastery of the ones I've created has a similar way to start, yet still you can make shotgunners infight to get a shotgun. But the first serious weapon - the SSG is at least two rooms away from the start.
So, in the new map I'm making I don't feel the lack of the SSG, but I think for a lot of you the start would be a hassle if you don't know where it is. Considering the lots of fights with hitscanners, cacodemons and revenants you might need to face and soon maybe even hell knights. I'm in a very early phase of creation. I also would rather have had the SSG and I know "doable" doesn't mean "enjoyable."
In this case I wonder if I should place the SSG in the starting room. So I want to ask you - when would you prefer to put this weapon in the starting room and when would you make the player look for it? I'm really curious what you like doing when creating maps.
Oh, BTW, I'd prefer if you talk about heavier and harder maps, the calibre of Tombstone at least. If the difficulty scratches Alien Vendetta, maybe even better.
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