Jump to content
  • The /newstuff Chronicles #12


    AndrewB

    Eight new WADs in our slightly-delayed, weekly presentation of the goodies found on CDROM.COM...

    • Taste For Blood by Edward Mullins - A three-level deathmatch WAD for Doom 2. Although these levels are small, which seems to be more or less a positive for most DMers, they look pretty decent, with good map quality. Even some puzzles and tricks here and there. And there's even some decent music replacements to remove some of the tedium of the classic Doom 2 soundtrack. Requires ZDoom.
    • Ghostbusters Doom by Thomas Stovicek - Not to be confused with the Doomworld-hosted Ghostbusters Doom 2 Total Conversion, this 6-level Partial Conversion looks quite impressive. Lots of ghosts, ghouls, and neat weapons, as well as a couple of special effects such as exploding walls, and invisible teleporters. There's even some Ghostbusters music installed at no extra charge! The sounds are spooky as well. Overall, very nice! It sets a very distinct mood. ZDoom recommended.
    • Tricks & Traps by SDS - Just another single map for Doom 2. The size of the map is quite large, but alas, the level design and detail fall quite short of today's standards. Well, at least there's some Heretic music thrown in there, which suits it a little better.
    • Deus Ex Wasabi by Prower - A single map for Doom 2. Very large, open areas, with a lava-based theme, much like Mt. Erebus. Although not too terribly crazy in detail, this level still looks nice. It plays well, although easy even in skill 4. More than enough ammo to go around. Should be entertaining. Requires ZDoom.
    • Toon2b by Sparky - Well, this version B updated WAD easily falls into the category of one of the strangest ever. Some cartoony sprites are put into this WAD. As well as a couple of new textures, a bunch of new sounds, a complete music replacement. Oh yes, and 32 levels, albeit the quality of said maps remain a little shabby. Be wary of those sounds, though. They're a little rough around the edges.
    • X-mas Deathmatch by Tormentor667 - This is pleasant enough. A deathmatch WAD for Doom 2 with all the warm cozy Christmas cheer. Some new textures, sprites, weapons... Some cheery Christmas music, and all the white fluffy snow you can handle. Get in gear for the Christmas mood, and download this WAD!
    • The SpawnSQwad 2000 by Various Authors - A 32-level deathmatch WADpack for Doom 2. Combining deathmatch levels from all sorts of WADs, this megawad turns out to be pretty good. The level design in said levels are mostly good. Perhaps ideal for hosting on a csDoom server. Quite interesting!
    • Doom Dorks by Sparky - A partial conversion for Doom 2, with various cartoon characters and sounds inserted. Be warned, though! Some of those sounds are rather unclean.


    User Feedback

    Recommended Comments



    Isn't it strange how /newstuff Chronicles with four to eight or so WADs get thirty, forty, fifty plus comments, while /newstuff Chronicles with twenty-three WADs get six?

    Link to comment

    Heh- kinda - but all these comments are about one wad - so if wasabi wasn't in the list - that wouldn't be the case. Hey, is there any chance you could add LostRefinery.zip to this edition of newstuff or to the next one? I either sent it in after you got the wads from newstuff or you didn't think it was up to snuff....

    Link to comment

    That's why I think it would be cooler if an SP game had as objective "kill 90% of all monsters" (or any %) instead of "reach the exit". That way it could be totally non linear (no keys, switches or linear reachability needed) and still you would be assured the player has to "conquer all areas" as he has to in classic SP. Map design would have significantly more freedom!

    Link to comment

    To me at least, non-linearity involves some sort of choice of the player. In Doom levels, this is namely in the old "the exit requires three keys, get them all in whatever order you want". City-type levels, such as Downtown or The Cathedral (13 and 19 in Doom2) show non-linearity in the sense that not all areas are required to visit, and there's quite a bit of path-crossing. Even if you have to walk back and forth a lot, that doesn't make a level non-linear. Sure, from a geometric perspective it will have a lot of back and forth movement, but to the player it will probably still be "pull this switch, go back and get this key, go pull the next swtich, etc."

    100% non-linearity, as stphrz pointed out, would require that 100% of the level was not required to visit and could be visited in any order, including the exit. Sorry, 100% non-linearity isn't possible :P

    Link to comment

    "Unfortunately, keeping the player moving while pounding on monsters is boring."

    In your opinion, maybe. Considering the popularity and number of demos made for Hell Revealed, I'd say otherwise.

    Link to comment
    Guest q.pixel[rex]

    Posted

    stphrz: There are many ways to make sure the player completes all the parts lol. The first is the one used in Hunter: Mancubies spread out around the map using Map07 trigger effects. The second works on all maps: have a bridge that raise by 24 each time it's flipped, then spread the switches throughout the map. Last but also most effective (works on all maps) is use tag 666 with COMMANDER KEEN. Place the keen in dummysectors that will get crushed when a "node" switch has been flipped. When all keens die, all sectors tagged "666" will raise like a door.

    Prower: The popularity of Hell Revealed Demos is competitive play of long and difficult fights. And not to mention, the monsters in Hell Revealed are placed with thought...to surround, to oppress the player into certain locations, and to attack from superior locations.

    Link to comment

    To me that means, it should be possible to finish that map by bypassing 85% of it all together. It also means that you need not hit one single switch or find one single key or solve any puzzles to access the exit. Maps need somedegree of linearity imo.


    From my previous post. If you use the techniques you mentioned, you are introducing linear elements into your map. They are more subtle than "get the key to open a door." But linear elements none the less. You are introducing an order of things. 1. Kill all mancubus 2. Exit. 1. Flip all switches. 2. Exit. Etc. Although you can kill the mancubus in any order, or flip the switches in any order your map is no longer 100% non linear.

    Link to comment

    prower: "Sorry, 100% non-linearity isn't possible :P" ? I just told you how the post before. Yes this would require a mod (acs script?) of some sort, but it is doable.

    I would like to see a whole wad with extremely non-linear maps (no keys, DM style connectivity), using the "raising 24 on each switch" or "kill the keens" method, as mentioned by pixel rex (though kill 90% of monsters would be still better, means you don't have to hunt switches). Throw in some HR style gameplay and you will have something a lot of fun to play. Anyone up for this? :)

    that recently released blastem2.wad uses the "kill the keens" method.

    Link to comment

    1) Stuff doesn't appear in the /Newstuff Chronicles simply because it is moved out of the directoy by Ty before AndrewB spots it.

    The solution: sack Andrew and hire someone willing to check /newstuff more often =p

    2) Non-linear doesn't mean you don't have to go somewhere, it just means that you don't have to go there at a particular time.

    3) In vanilla doom.exe/doom2.exe, as well as many ports, the 666 tag only works in certain maps (for instance, Doom 1 E1M8).

    4) Err, the Free Hissy button make it look as though its in a Microwave :)

    Link to comment

    Uhh, WADs stay in /newstuff for ten days before they're moved out. There's no way I could miss anything in there.

    Link to comment
    Guest q.pixel[rex]

    Posted

    That works on all maps but 07...

    100% non-linearity would mean you could do anything in any order as long as you completed them all...so it'll be kill mancubies/smash keens/flip switches in any order. how is that impossible?

    Link to comment

    Aardappel's solution to creating a totally non linear map sounds the best to me by far. I hope someone actually attempts to do this. It would be an interesting experiment for sure.

    Link to comment
    Guest Mattrim.

    Posted

    This thread has grown into something really interesting. You have all raised very good, and very inspiring, comments regarding level design. Keep it up...!

    Link to comment

    Well, risen has offered to make a script for it (it seems), and I'd happily make 1 or 2 maps for such a wad, but someone else would need to organize it (and whip other mappers into action).

    Link to comment

    can we summarise existing Doom possibilities for non linearity? especially since none of this seems to documented anywhere (UDS etc.):

    sector(s) tagged by 666 rise when all keens die, or all mancubis if its map07. Barons have the same effect on all maps?

    using something like line special 15, have a bridge rise 24 on each button pressed.

    using an ACS script. Does an ACS script allow a script to be triggered on every kill? does it allow you to test the number of monsters alive? does it have a function of ending the map from the script? could it display a "monster counter" on screen?

    Link to comment

    Well, I have little doubt that making essentially completely non-linear single player levels is certainly possible. A question I have is, is it desireable? I mean, it will make for different gameplay than the type of Doom levels we are all used to, but will it be better? There will be many pitfalls and new things to consider when building the levels. As Pixel pointed out, the playtesting time will increase dramatically. I guess the only sure way to know is to try it :) I'm game for this.

    Link to comment

    Aardapel, all the things you mention can be done with ACS. In fact, a monster counter was included with the recently released RTC Doom demo.

    Link to comment

    New "Non-Linear" levels, such as kill 90% of monsters would be a very good thing. I think it would be desirable. Sure, we're not used to it, but who isn't willing to try out something new and exciting? That doesn't mean you can't have keys and switches, either. It's definitely a good idea.

    Link to comment

    I wouldn't dare claim that it is universally better than classic (linear maps can be a lot of fun), but I think this would be refreshingly new.

    Personally, having to find keys and switches allways bothers me, because it remembers me that what I am playing is "choreographed" to lead me in a certain direction, which destroys the feeling of atmosphere and discovery (not so much in doom as this is pretty light on "guiding the player", but newer games like HL etc.). I'd much rather prefer to discover areas myself, and be forced to do so because I have to exterminate everything that moves. I also think it be more appropriate for the intense "fight monsters from all directions" type of gameplay which doom is naturally good at, and which I find a lot more enjoyable than "face one monster directly in front of you at a time".

    Also, I think it would be more fun to map for. SP maps have to be planned out so much (they feel more like scenery the player is guided thru than a real place), but maps for this kind of gameplay can be as easy as DM map, where you simply make a nice "world" with any connectivity you like. More freedom -> more creativity.

    Anyway, this thread will die now because it is about to run off the doomworld news page. If someone starts this up let me know :)

    Link to comment
    Guest q.pixel[rex]

    Posted

    Actually, it'll be even better to give the editor FULL control over what monsters are required to be killed in order for auto-exit. The 90% kill could be flawed since both a cyb and an imp counts as one enemy. If a map had 1 cyb and 9 imps, then killing the 9 imps would complete the map...that that isn't really beating the map is it? As nick said, using monster count but applying it ONLY to monsters with a certain tag...(ie trigger the count only when specified monsters die)

    Link to comment

    Maybe that's the idea of the map: kill the imps while dodging the cyberde(a)mon. And if the cyberdemon is that important, set required kills to 100%.

    But most maps aren't that tightly balanced. You should be able to set any %. I can think of map designs where 10% would be a fun challenge.

    Tagging monsters could be an idea but I doubt it is needed. You could make a "barons must die" wad I suppose, would save you the scripting.

    Link to comment



    Join the conversation

    You can post now and register later. If you have an account, sign in now to post with your account.

    Guest
    Add a comment...

    ×   Pasted as rich text.   Restore formatting

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...