Tuesday, March 6, 2012

Development Log: DOOM Monthathon #2


First, here is the example of blocking progress up the stairs that I mentioned in my last dev log:


I think this works out decently.  I may also find more interesting ways to represent the block, but in any case, it works well enough.  I might also have it simply so that there is no keys, and a switch deep inside the spoke takes care of it, although I think perhaps the satisfaction might be greater if you can watch the stair completing itself.

Anyway, on to new stuff!

Even harder to read than last time! Yay!
I've never been that fond of teleports.  I always thought that, unless they were very simple A->B and B->A, they were more of a frustration than anything else.

Yet, some DOOM levels utilize teleports in greats ways, and Half-Life did a half-decent job, too.

So I decided to push my brain a bit and delve into teleports to see what kinds of interesting things I could do with them.

Certainly, teleports + enemy placement can lead to some very interesting firefights, but in terms of pure navigation, what can a teleport do that a lift or a door can't?

Teleports: Acting like bridges since 1993.
So I've come up with a few ways that I could integrate teleports in a way that takes advantage of their uses.  While I think teleports are ultimately still rather gimmicky, I think I'm going to put a few in my level to spice things up a bit.

I think using teleports as a tease or preview of what's to come can be one effective use.  Also, to get to hard-to-reach items, or even a vantage point to target enemies.


And now that I have a couple of different themes and ideas that are workable, I'll move on to turning these disparate parts into a cohesive level.

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