Hey all! Playing through some of Tarnsman's Projectile Hell's early levels and some of the maps from the old First-Try Demo contest has left me thinking a lot about what I find makes a fun to play without saves, and I figured I'd make a Doomworld account to expose those thoughts to the greater dooming collective. Additional methods for making a map fun to play without saving, examples of maps that you find find to play without saving, and even critique on why one of the methods I've listed might not be a great idea are all welcome! Please quote whatever section you respond to, since this post is long, and I may edit it later in response to feedback.
Goals
Players should be able to die and redo the start of the map multiple times without the experience becoming repetitive.
Players should be able to play a map multiple times with different playstyles
Methods
Allow For Expressive Encounter Tactics
Saveless players will need to redo fights that they have already survived when they die in a later portion of the map. Add room for encounters (especially ones early in a long map) to be optimized for speed using strategies that are more challenging than those required for basic survival.
Allow the player to exit an encounter after taking out just key hit scanners and body blockers rather than requiring that they wait out a timed lock in or clear out an enemy packed but low threat choke point. (Ex. Bourgeois Megawad, Ancient Aliens, Down The Drain, Baker’s Dozen Map01)
Allow the player to make an encounter more lethal for all parties involved via optional threats such as crushers, telefrag setups, or running multiple encounters together for infighting. (Ex. Disintegration Muffin)
Allow the player to optimize non-combat sections of the map via corners that can be cut, turns that can be optimized to SR40 through large chunks of the map, simple platforming that can be taken at full speed with enough skill, and incidental enemies that can be sprinted past at full speed. (Ex. TODO)
Allow For Expressive Routing
In saveless play, the number of times the player needs to play through the first encounter of the map is the sum of all attempts needed to finish the encounters after it. This means that a challenging map with a traditional layout that is linear and increases in difficulty with each encounter will ensure that the first portion of the map is a miserable, trivial slog by the time the player even reaches the last encounter.
Allow the player to attempt any difficult encounters in the map near the beginning of the map in whatever order the player chooses, so that saveless players can face the encounters in whatever order goes from least consistent to most consistent for them. (Ex. TODO)
Allow the player to save any encounter that can’t be optimized much beyond whatever is needed to survive (read: some lock-in encounters) until the end of the map. (Ex. TODO)
Allow the player to enforce their preferred playstyle via mutually exclusive weapons. For example, choosing between a chaingun with more than enough ammo vs a berserk and a few rockets lets the player decide whether they want to be methodical and avoid as much pressure as possible or speedrun taking out key enemies at the cost of needing to play more aggressively and likely leave more enemies alive. (Idea from This RD Post[TODO: add link once I am able to]) (Ex. Disintegration Muffin)
Long Levels
In addition to making the above methods harder to consistently implement, increasing a level’s length decreases the margin for error exponentially. For instance, a player facing a map with 5 encounters that they are 80% consistent at will take on average roughly 3 attempts to finish the map, while a map with 10 encounters will take around 9 attempts, and a map with 15 encounters will take around 28 attempts.
This can be countered by avoiding encounters that kill the player from full health in favor of resource attrition with a limited supply of health pickups, where encounters that take an above average amount of health and encounters that take a below average amount can cancel out. (Ex. Down The Drain Map 11)