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View Full Version : Here's a good question...about Newdoom..


Tai*WarGreymon
April 18th, 2002, 06:26 AM
What do you think the level layout should be like for Doom 3 hmm?

For Example: Doom 1/Ultimate Doom had 4 epsidoes containg 9 levels each (the 9th map of each episode would be a secret level)

As for Doom2/Final Doom, They both had 32 levels, 30 original and 2 secret and you could only access the 2 levels through level 15.

Now, what level layout should there be for Doom 3 (Or whatever Id will call what will be the newest doom game)


Ok, Thanks for reading..now start replying >:-)

PotatoError
April 18th, 2002, 08:21 AM
Why not get rid of the whole idea of levels and just have episodes instead?

Halflife didnt use levels at all but used those quick level transitions. This made it seem like you were moving smoothly through a story rather than jumping pages. It felt that that what you had just got through was right behind you and didnt feel like you'd just been teleported to a different map. Of course halflife always felt like you were escaping from the danger. It would be interesting to know what it would feel like to be moving into the danger.

Still have episodes but make the objectives of these episodes to be both important and exciting then finishing each one will feel like completing a game in itself. I think halflife did have episodes but they never had a clear objective or meaning and there was no elation in completing one, just a short sigh as you realised there was another.

For example maybe one episode could be to reach the portal into hell or something but as you progress through the maps of the episode you get warnings of some big nasty demon in the area...like the odd marine whos been chewed a bit or the babblings of a dying and half insane marine. You could even hear screams in the distance or large footprints smashed in the concrete.
By featuring other marines it would feel like you weren't alone and indeed the human race was fighting against the monsters.
Now while doing the mundane little missions like finding how to unlock a door and while shooting countless normal monsters you also know that you have to get to the portal and that also there is something nasty lumbering around that you might be unfortunate enough to meet.

The final part of the level could be that you run into this demon in the portal room laughing its head off because you blatently cant kill with your current pityful arsenal. Then all of a sudden a group of marines (who you met earlier) could burst thru and attack it together...obviously not able to kill it but able to distract while you make a break for the portal. IF that isnt worthy of a dramatic episode ending what is? Plus the demon doesnt die and you get to meet him in a later episode when you do have the firepower to kill him and avenge the deaths of your comrades.

I really do go on and on and on dont I

Tai*WarGreymon
April 18th, 2002, 09:15 AM
Uh..Uh....I don't think I asked, but speak english please http://forums.newdoom.com/UBB/smilies/cwm25.gif http://forums.newdoom.com/UBB/smilies/cwm25.gif

Doom_Dude
April 23rd, 2002, 05:46 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Why not get rid of the whole idea of levels and just have episodes instead?</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

There will always be levels and Half-Life was made up of levels which nicely flowed into one anouther making the game world seem more realistic and not so broken up. It doesn't matter to me how they make the levels....they could use the hub system and id be happy. As a matter of fact I think they just might have it that way like in Quake II. Time will tell the tale though.

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Aliotroph?
April 26th, 2002, 08:55 AM
Quake II's missions feel like a cross between DooM and Half-Life. Mostly, they're like souped up DooM missions.

The funny thing about Half-Life was that most of the time, what you just did WAS right behind you and sometimes you could backtrack a whole mission or two to get some ammo or something.

I think they should do it though with more seemless map loading. Why should there be any pause? I bet since there are no compiled lights and such, a BSP could be used to only load stuff withint a certain range of the player. You'd never have a loading screen then because the game would always be loading in the background.

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