View Full Version : Level Transition . How should they do it ?
Doom_Dude
June 18th, 2000, 05:59 PM
Yo , dudes of the Doom Forum Community , how should id software handle the map transitions in the New Doom ? Should they :
1) Classic style : Linear , simple and effective . The game engine doesn't have to remember all the details of the last map(s) , makin it easier on save game sizes and loads . Perhaps if they use this , they should use cut scenes showing how the player gets from one map to the other . Actually this is my favorite for two reasons . First it makes things simpler and reminds me of the old style Doom gameplay . Second it gives those of us who level edit less of a headache in trying to design seamless level transitions .
2) Seamless Style : Like the layout of the Black Mesa in Half~Life , this style was actually very usefull in makin the player believe he/she was in a huge seamless complex . I like this style too , but probably not for Doom .
3) Hub System Style : Quake 2 and Hexen 2 used this style and made for some interesting mission setups . I doubt anyone wants to be issued mission objectives while playing Doom . Yet it could be set up to work differently for Doom , with crosslevel triggers and mild , non hair-pullin' puzzles . It would help to make the game less linear . It has potential , but i don't know if most Doomers would like it .
After thinkin' about all this , i have to cast my vote for Classic Style . What do you Dudes think ?
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The only good Vile is a dead Vile .
CRETE
June 18th, 2000, 06:06 PM
Good question.
I'm thinkin' it should be kind of like a STarcraft type situation. You play four levels in a linear manner and than you get a really sweet cut scene that shows the goings on behind enemy lines or back at home. Don't get me wrong. I don't want the game itsself to be like starcraft. Just the way tthe cutscenes (should there be any) are inserted.
-Viva La Resistance
King_Ralph
June 19th, 2000, 08:36 AM
Well I don't want to feel like I'm changing level and I want to feel as if I'm still in one big infested hell. So as long as they don't put the level changes in dumb places such as in a middle of a battle then I say half-life's.
But I do want to see some cut scenes that don't use game graphics but really good intro graphics.
McBaine
June 19th, 2000, 03:10 PM
I know this maybee a little early to mention this, but what about mission packs. DoomIII should have some substance to it, like in quakeII. in q2 you had to lock down nuclear reactors and disable enemy hardware behind their own lines. it shouldnt be a nother mindless killfest, but rather a complicated killfest!
CRETE
June 19th, 2000, 04:12 PM
I kinda want to focus less on the technological side.
While the game should keep a healthy balance of arcane misticism, it should still have a good amount of futuristic settings. I think the game should be set in Hell where the foundation is supernatural and the more recent additions to the setting are super technological. The original DOOMs were just mazes of either electronic walls and doors or melded human faces. Instead of one or the other, give a good mixture. An organic fortress with bionic enhancements. It evolves as you go through it. The level can actually repair itsself. If you see a closing door, get through it or restart the level.
-Viva La Resistance
Zack
June 19th, 2000, 08:08 PM
I think mission packs are --and always were --a bad idea. They are only made to keep the software company ranking it in while allowing time before they begin progress on their next game.
Plus, they always have a sense of repetitivity in them, and get boring quickly.
--Zack
CRETE
June 20th, 2000, 06:49 AM
This just can't be.
Let me double check.....good GOD! It's true. I feel so dirty. Zack,.....I...I...agree.
-viva la resistance...*sob*
Zack
June 20th, 2000, 08:21 AM
So imagine how I feel :)
King_Ralph
June 20th, 2000, 08:30 AM
There should be no mission packs.
All of the ideas, enemies, and weapons should be in the initial game and we shouldn't be charged to get that in a mission pack.
Quake 3 arena is a typical example. The team based add on coming out, quake 3 team arena, is something we should have defenitely had in the normal game.
CRETE
June 20th, 2000, 08:37 AM
Mission packs shouldn't be marketed.
The best addons to games are made by fans. If the game company is gonna do a half @$$ed job on a mission pack, include it with the game update and give it away. I'm not gonna spend money to play the same game with new, most likely more boring levels.
-Viva La Resistance
Zack
June 20th, 2000, 12:55 PM
I believe that point was already established.
CRETE
June 20th, 2000, 01:00 PM
It is clearly a distinctly different point.
You said you don't want addons at all. I said I don't want to pay moneeeey. I like my money where I can see it, not hiding in some cd that I don't even want but have to get cuz all my friends want me to play multiplayer.
-My Power Be Upon You
Zack
June 20th, 2000, 01:05 PM
Well....well...That's what I meant!!!
--Zack
Doom_Dude
June 20th, 2000, 01:14 PM
Mission packs are COOL !
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The only good Vile is a dead Vile .
[This message has been edited by Doom_Dude (edited 07-16-2000).]
CRETE
June 20th, 2000, 01:22 PM
First of all, Zack, I know what you meant and you don't.
Secondly, I hate Halflife and wish it was never created.
Lastly (seeing as I can only count to 3) I am da best.
-My Power Be Upon You
Zack
June 20th, 2000, 01:25 PM
How can I not know what I meant!?
Half life is the only game that rules that isn't made by id. Opposing Force blows hard, though.
And I'M da best.
CRETE
June 20th, 2000, 01:52 PM
1. I own you
2. Halflife sucks even in brewed form (I've tried it).
3."I am da best" is a modification of Domon's (from Flame of Recca) "I am da strongest" quote.
-My Power Be Upon You
[This message has been edited by CRETE (edited 06-20-2000).]
[This message has been edited by CRETE (edited 06-20-2000).]
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