Catoptromancy

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About Catoptromancy

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  1. Mappers should not focus on jumping at all. Just make a good map. If parts are found later to be massively exploitable, then they can adjusted. All current maps were created like this, and very few needed actual fixes. This is trivial modifications to enhance playing experience on all ports. All my maps were removed over the years. Yet all my bug fixes and adjustments stayed, mainly. My efforts are worth more in slightly modifying maps, than in creating new maps.
  2. I sort of made guidelines, or at least mentioned this: https://github.com/freedoom/freedoom/issues/400
  3. Jumping is a part of doom now. People will use it whether they should or not. Exploring is fun. Freedoom does account for this. These examples are strictly vanilla, but also allow jumping or crouching to not break map too much. I think intentionally allowing jumping in some circumstances can enhances the game for jumpers, while also not completely breaking maps and being 100% vanilla. In MAP02 a jumper could exit level in seconds, I made exit door require a yellow key. Player can still skip much of map, but at least cannot just jump to exit; a reasonable solution. E3M1 you can carefully jump to the ledges, nothing up there, but I made it look better from that point of view with almost no noticeable affect to players stuck on ground. MAP08 had bars over exit door, was lowered a bit so players could not crouch under them. E4M2 really takes jumping into account. There is a ledge that can be jumped to outside, there are ammo pickups dropped by the snipers. I made sure the slime pit on bottom was damaging, also cannot escape if player falls. Several other maps had inescapable slime/lava pits, made floor damaging for curious jumpers. The old MAP32 had windows that player can jump out of so that they are stuck standing in painful lava surrounded by dead player sprites, only jumpers can see the dead players while also dying themselves. There are more examples I forgot. A more advanced example does affect vanilla, but not negatively. E2M3 had a 48 unit high slime pit shortcut to a key, easily jumpable. I lowered pit a good distance to prevent jumping and added a staircase on opposite side. Jumpers are forced to fight through proper monster area. Area after adjustment feels better as part of the map, in vanilla or jump ports. Just some careful consideration when mapping for vanilla and allowing or disallowing jumps. Not all jumps are disallowed, nerfed, or death pits! There are a few areas I have thought about allowing more access to jumping. These do not break the main routing but allows more player flow. MAP01's first window is jumpable, vanilla players can SR-50 out window too. But on opposite side of water room, those windows are not jumpable. A slight adjustment can make them jumpable, allowing better flow for DM. That adjustment does not affect SP or vanilla at all, just enhances NS DMs.
  4. And FreeDM.
  5. Could just use an older iwad. http://www.geocities.ws/catodemos/freedoom/iwads/
  6. I think we should work with DM players. They can figure out what is salvageable or help remake them. Maybe submit some new ones.
  7. I would really like a streamlined or highly playable Chocorenderlimits. Meaning that all controls, features, and F keys work as normal and can be played exactly like chocolate-doom. The ` (console key) toggles renderlimits mode, rebinding all the F keys and enables all the screen spam. There would also be two modes of playing with "renderlimits mode" off. In Mode 1, If a vanilla limit is reached or very close(user defined range), the Disk Icon pops-up and stays for a few seconds, maybe plays DS_RADIO. Gameplay is otherwise uninterrupted. Mode 2, if a vanilla limit is reached, gameplay stops with a message "visplane/other limit has been reached, press Y to continue" this stops player movement in specific area, allowing for screenshots, save games, turning on "renderlimit mode" and such. Pressing Y again will allow player to continue for 5 seconds without another message, so player has time to leave affected area. And a third mode that is completely silent. This would make the truest limit removing port. No bug fixes, or even the slightest extra feature. Just higher limits.
  8. It is a map later in the game, I think its fine. Only affects pistol starters, and people pistol starting know they need more strategy. Lucky its not one of those megawad maps that require you to run past hordes of enemies to grab the weapons.
  9. Having to slightly explore for ammo while being chased is part of the gameplay.
  10. We could add raymoo's unfinished wolf ss as a placeholder until its finished.
  11. Chainsaws in every exit? They are pretty much pointless cept for trolling. Otherwise they all look most awesome!
  12. Monthly bump. This still needs committed.
  13. Bump. There is stuff that needs committed.
  14. We have been playing choco deathmatch lately. Need updated maps in a pwad to playtest updated maps.
  15. Are the new maps routinely added to the repo? I think we can get lots of testing done, but should/need to use a repo build.