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  1. >>8912520
  2. >I want to make comfy maps with other anons.
  3. Okay I don't just wanna say this and contribute no ideas, so here's my brainstorm diarrhea:
  4. >project lead decides on a few skyboxes and a texture pack that evokes "dreaminess" (e.g. pastel colors, space and cloud patterns, etc.)
  5. >music should be chill, preferably below a certain bpm, but exceptions can probably be made for high-bpm chillwave(???)
  6. >only gameplay restriction is no slaughter (to keep chill theme; maybe also limit resource starving/Tyson-ing?)
  7. Then we use those sprite replacements ideas from previous threads and call it "/vr/ Dreams Doom".
  8. >>8912543
  9. >it feels wrong somehow to host 2 projects back to back, like I'm taking the pleasure away from other anons
  10. Know your role, Mac. If you got a CP turned-around in the span of, what, a fucking month? Maybe you should consider taking charge for the good of productivity.
  11. >Semi-closed?
  12. I don't know what that would entail, but as long as I get to contribute I'm gucci fame.
  13.  
  14. >>8912546
  15. >>project lead decides on a few skyboxes and a texture pack that evokes "dreaminess"
  16. Can do.
  17. >>music should be chill, preferably below a certain bpm, but exceptions can probably be made for high-bpm chillwave(???)
  18. >>only gameplay restriction is no slaughter (to keep chill theme; maybe also limit resource starving/Tyson-ing?)
  19. Yeah, that sounds good to me. Just make a chill "coffee break" set, nothing to really kill the player.
  20. >Maybe you should consider taking charge for the good of productivity.
  21. Hmm.
  22. >I don't know what that would entail, but as long as I get to contribute I'm gucci fame.
  23. Ideally, it would be something offsite that anyone can join provided they're from /vr/ like with TT, like an IRC channel, but sadly everyone jumped ship from IRC to Discord which is highly controversial also #vr went down the other day, RIP. So maybe that's a no go. If we did go with this route, of course you would be able to contribute, wouldn't want to leave behind a fellow anon.
  24. Anyway, I also agree with >>8912562, maybe we should wait a little bit.
  25. Is that you Rancid Sam
  26.  
  27.  
  28. >>8912546
  29. >>8912582
  30. To add my two guinees to this:
  31.  
  32. >iwad Doom 1, limit-removing format
  33. >maps must be beatable keyboard only (so you can play with your laptop in bed)
  34. >every exit must contain a bed of some kind
  35. >maybe we could replace keys with stuff like sleeping mask, earplugs and nyquil and make at least one of them mandatory though I can't remember right now if there are any key-activated non-door actions in vanilla
  36.  
  37. I once asked in a thread what people find "comfy", I'll go look for the replies I collected.
  38.  
  39. Some things that make a map "comfy" for me:
  40. >more focus on exploration instead of pure combat (although not as much as something like Eternal Doom)
  41. >many ways to complete and traverse through the map, instead of forcing the player into a slaughter arena then another slaughter arena
  42. >lots of low tier enemies to mow down
  43. >i wouldn't want things to be to easy though, i like having to fight some tricky encounters as long as they're well telegraphed and there's enough resources to deal with them
  44.  
  45. I find maps that let me go nuts with rocket launcher, without being slaughter, to be pretty comfy. Bonus points if the map has barrels everywhere, too.
  46.  
  47. "Tropes" that make a map feel more retro, old school, vanilla, and just all round comfy in varying ways for me:
  48.  
  49. - Instead of having every monster be part of a tightly choreographed monster closet "encounter", just have them roaming the level, or set to ambush but out in the open. Let it feel organic.
  50.  
  51. - Have monster closets open up that "refill" earlier areas of the level that a player will have to backtrack through. It's not a sneaky ambush trap that tests a players reactions, but a surprise for when they revisit that area.
  52.  
  53. - Enemies placed liberally for no other reason than they are fun to kill, or as a reward for beating a harder challenge. For example, if the player just got the rocket launcher, throw in some hordes of fodder for them to gib.
  54.  
  55. I tend to mostly map in this style, so it's pretty casual most of the way through, but with 1-2 "Plutonia Fights" per level. That way they feel like tense little mini-bosses, and in my humble desu they work better in contrast. It's like having cold vanilla ice-cream on a warm chocolate brownie. As fun and impressive as the Plutonia, AV, Skillsaw etc style is, I can only stomach so much of it in one sitting.
  56.  
  57.  
  58. >>8913132
  59. Windows XP/95/office midis
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