Bruno, on 20 December 2022 - 10:41 AM, said:
Yep, as I already told months ago, BRUNOHH1, years after my 2013 map, started by making a Doom Plutonia kind of gameplay map in E1L1, you know, lots of monsters. But I change my aim a little. Then I thought it would be cool to set a level up the "grind" feeling, in BRUNOHH2, that you can have at some part in BRUNOHH1.
See I do enjoy Plutonia, or any tough custom wad like Miasma, Going Down or Ancient Aliens. Doom has an incredibly versatile enemy roster and I just find combat way more enjoyable in that game and what the community does with it. Duke3D is an entirely different flavour from Doom, one I think works well with bite sized skirmishes and incidental scenarios, so I don't lean favourably toward the horde/swarm style combat and think the gameplay works best by focusing on it's own strengths. But, again, this is all just personal preference, we all enjoy playing our games in different ways.
Bruno, on 20 December 2022 - 10:41 AM, said:
The Battelord scenario could be very cool. If I understand what you've being telling about this scenario, I should create a main room with a Battelord, without exploding weapon to forced the player to find in some rooms around the RPG to kill the mini boss (as a little mission to complete). Is that what you said? 'cause, if so, it's a very cool idea.
That's correct. Create a problem for the player, but place the solution elsewhere. There's many ways you can approach this, but can be boiled down to:
- Force players to locate the solution in another area
- Force the player to create their own solution
One common problem I've seen in user maps with Battlelords is their threat is often diminished because the answer is typically an RPG with ammo sitting nearby. There's no tactics. No clever use of the environment. Just pick up the weapon, fire away and win. Battlelords aren't quite as flexible compared to, say, the Cyberdemon from Doom which always remains a threat based on their versatility. Battlelords can be trivialised, so it's nice when mappers can conjure up scenarios to keep them interesting.
For the record regarding my own Battlelord usage; I definitely failed executing a good Battlelord fight at the end of FLAMWRCK. It's a poor arena as he gets stuck easily, should have spent more time fleshing out this finale. His presence was mostly a holdover from an earlier iteration when this "backyard" was visited earlier during progression. On the other hand my use of Battlelords in Done & Dusted was purely intended as a narrative detail than an actual fight, it just looked neat having two of them sat on the destroyed bridge leaving players a choice to fight or simply leave since the mission's already over.
Bruno, on 20 December 2022 - 10:41 AM, said:
The extreme spritework was a way to try making things I wouldn't be able to do in my mind. As a challenge that I take up to myself. Agree with you, when I playtest BRUNOHH2, I feel sometimes overcrowded by all these sprites. And then, I thought I won't be erasing all that work I made during months... Take it like a challenge to a non-professional level-design amateur, more than a level with a perfect gameplay.
I understand that sentiment, it's never a good feeling to waste work. These days I just accept removing what isn't working in my own levels if it means a better result, I enjoy this process regardless and keep many backups of older iterations to reuse elsewhere later. Alek's advice for spritework is a good alternative though.
Another suggestion would be to consider eventually trying out TROR. Classic and Polymost renderers have their own rules, but works really well in the latter. It could do wonders for constructing places like the cinema foyer to ease the creation of floors, keep enemies more grounded, have a tidier 2D view, and avoid some pitfalls with tons of visible spritework which you then limit to places between TROR layers such as staircases. TROR usage does have a learning curve that takes time getting used to its quirks for how powerful it can be and probably best utilised at a smaller scale. Honestly though, having been using TROR for several years now, it's a major pain in the arse even at the best of times. Fortunately I know my way around most of its annoyances and TROR simply isn't for everyone, so don't ever feel obligated to use it.
Should it be of interest, I recreated a simplified foyer similar to the one from HH2 showing off some
rough TROR usage just to showcase how it could potentially be used in the same situations and some of the benefits while working with layers. Screenshots under the spoiler to avoid cluttering up this post. While the below screenshots work with simple geometry, just be aware that more design complexity for these TROR layers can cause other visual problems based around sector shapes and viewing angles. There's a fair amount of planning-ahead to keep in mind.
In the end, just keep making what you want and enjoy the process. If we stuck to strict "standards", neat niche releases such as Sanek's BattleDuke might never exist. Keep it up, looking out for BRUNOHH3!