Liam Posted February 13, 2002 ...yeah. Basically, I'm asking how hard is it to achieve good gameplay in a map. Is it as simple as making sure there's enough ammo for all the monsters, or is there much more to it? 0 Share this post Link to post
Erik Posted February 13, 2002 Decent/good gameplay is easily achieved while excellent/awesome gameplay only can be achieved with feedback from many testers and lots of fine-tuning, the author must also have lots of experience from playing endless hours of doom. 0 Share this post Link to post
Kid Airbag Posted February 13, 2002 Yeah, what he said. There's just a bit more to great gameplay than good gameplay, like secrets and stuff. 0 Share this post Link to post
magikal Posted February 13, 2002 Yeah, what they said.I think that's one of the reason Doom's so great,it's quite easy to achieve good gameplay in level design.But it takes a lot more experimentation,knowledge and understanding to achieve great gameplay. 0 Share this post Link to post
pritch Posted February 13, 2002 not easy. but then adding ammo and monsters and health etc. isn't easy. It takes a lot of play testing, starting from th beginning each time, which over a 5+ level pwad starts getting very unfunny... and something esle but i've forgotten 0 Share this post Link to post
Crendowing Posted February 13, 2002 Nevemind, you know what I'm gonna say :) 0 Share this post Link to post
Kid Airbag Posted February 14, 2002 We're also forgetting such personal elements as atmosphere and music. 0 Share this post Link to post
Lüt Posted February 14, 2002 Quote We're also forgetting such personal elements as atmosphere and music. Expand That's looks and feel, not playability. 0 Share this post Link to post
Erik Posted February 14, 2002 Quote Quote We're also forgetting such personal elements as atmosphere and music. Expand That's looks and feel, not playability. Expand Could affect playability if you're the nervous type. Ok.. maybe not music... but a scary/massive/intense atmosphere can sure make some battles seem harder. 0 Share this post Link to post
999cop Posted February 14, 2002 Quote We're also forgetting such personal elements as atmosphere and music. Expand basically, doom2(not doom1) doesn't show very much of atmospheric feelings within the levels or indicate specific themes of the levels by only using simple skies plus those levels with low-effortless of detailings. What has modified,improved, brought out the real close-to-death experiences/atmospheres through the demonworld are those megawads with the levels that fill full of monsters everywhere, such as Hell Revealed, Hell Revealed 2, Hell Unleased(possibly?), and Alien Vendetta. 0 Share this post Link to post
Zaldron Posted February 15, 2002 It's all about making the player have a good time constantly. There's no formula that works, it's a blend between surprise, fear factor, artistic consistence, balance, difficulty, flow and inmersiveness. Game design is practically an art. You don't see people out there giving you mathematical algorythms to archieve good paintings. 0 Share this post Link to post
læmænt Posted February 15, 2002 Quote We're also forgetting such personal elements as atmosphere and music. Expand *cough* asylum of the wretched 0 Share this post Link to post
Zaldron Posted February 15, 2002 I wonder where that double post came from. It wasn't here 2 minutes ago :\ 0 Share this post Link to post
Kid Airbag Posted February 15, 2002 SOMWON HAX0RED YUOR ACCUONT!!!!!!!!!$^$^#%7 0 Share this post Link to post
Crendowing Posted February 15, 2002 Quote Game design is practically an art. Expand Not "practically" is, just plain "is" :) 0 Share this post Link to post
Lüt Posted February 16, 2002 Quote Quote Game design is practically an art. Expand Not "practically" is, just plain "is" :) Expand Heh, Carmack wrote quite a few paragraphs countering that statement. I didn't fully agree with him, but he made a few good points, none of which I can remember now. 0 Share this post Link to post
læmænt Posted February 16, 2002 Quote Quote Quote Game design is practically an art. Expand Not "practically" is, just plain "is" :) Expand Heh, Carmack wrote quite a few paragraphs countering that statement. I didn't fully agree with him, but he made a few good points, none of which I can remember now. Expand Something about inspiration being absolutely insignificant compared to the hard work that needs to be done, and that small everyday choices in the design are far more important than the original "big idea". 0 Share this post Link to post
Zaldron Posted February 16, 2002 And I agree with that, but I still think the final product can be described as some form of art. 0 Share this post Link to post
Erik Posted February 16, 2002 THE idea for a map only gets you started, from there it's just hard work and fighting off lazyness. 0 Share this post Link to post
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