About This File
/story The first and only DM level in my series of Flay The Obscene maps containing 3 SP levels and now this one Dm level.
This level uses exactly the same textures and flats as the other maps. Namely brick as the most used, wood and metal.
I'm not the best DM designer, and this is my second DM level in a 3 year "career" as a level designer. All of my other levels are SP and somewhat good with great gameplay and beautiful architecture. So when it came to making a good DM gameplay, I had to start from scratch; I couldn't rely on my experience. My plan was to make a level with no trigger effects whatsoever, the only one being the exit switch. This means that there's nothing like a door or lift to slow you down. Almost every room is connected to each other. Due to the size of the map, hunting is inevitable unless you're 6+ players. Quake3Arena influenced me a little bit.
Weapons: SS Chaingun Rocket
Items 1 Green armor 1 Soulsphere Potions Helmets
I did most of the testing with zDoom 1.22 bots which worked OK, altough they had a tendency to keep their fights in the big center area. Also they couldn't figure out how to reach the Rocket launcher.
I played with items respawn, falling damage, allow jump, weapons stay which worked OK for me. I don't know how exactly how the level will work with the old DM rules.
This level uses exactly the same textures and flats as the other maps. Namely brick as the most used, wood and metal.
I'm not the best DM designer, and this is my second DM level in a 3 year "career" as a level designer. All of my other levels are SP and somewhat good with great gameplay and beautiful architecture. So when it came to making a good DM gameplay, I had to start from scratch; I couldn't rely on my experience. My plan was to make a level with no trigger effects whatsoever, the only one being the exit switch. This means that there's nothing like a door or lift to slow you down. Almost every room is connected to each other. Due to the size of the map, hunting is inevitable unless you're 6+ players. Quake3Arena influenced me a little bit.
Weapons: SS Chaingun Rocket
Items 1 Green armor 1 Soulsphere Potions Helmets
I did most of the testing with zDoom 1.22 bots which worked OK, altough they had a tendency to keep their fights in the big center area. Also they couldn't figure out how to reach the Rocket launcher.
I played with items respawn, falling damage, allow jump, weapons stay which worked OK for me. I don't know how exactly how the level will work with the old DM rules.