Single Status Update
Ignore the whole "UoF is my last Doom map for a long time" >_> Guess you can't take the Doomer out of me!
I've decided to take a break from my Quake level and experiment with an idea I had. Well, three ideas, really. The first is a map based on three areas, each with a different gameplay theme, and which can be done in any order. The three areas are: environmental traps, darkness, and "normal" Doom-style gameplay. I almost added a fourth, jumping puzzles, but decided not to.
The second idea was to make a gothic techbase. Think 40K meets Doom, with my own personal style.
The final idea was to not have any difficulty selection, but instead make the map adjust itself dynamically. So if the player is dying a lot, they start taking less and less damage, items show up more frequently, some areas may have fewer monsters dynamically spawn... stuff like that. Since this could mean the level would get progressively easier, I also figure I should adjust the difficulty back up as time passes. So to counteract things, I'm factoring in the number of deaths since a new game started, and "forgetting" some of them after certain amounts of time. So if I've died 5 times since the level started, but X number of minutes has passed, it'll start thinking I've died only 4 or 3 times instead, then readjust things as-needed.
I have no idea if any of this will work, but that's ok. I just want to tinker ^_^ Prototyping in ACS is also easier than doing things in QuakeC for me at the moment since I'm still learning it, so I figure I might as well do it in GZDoom.
Right now I'm still blocking out rooms and getting the difficulty adjustment scripts started.
Also, the level already has a name: Freaky Panties