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EmZee712

project guide/outline

Nov 10th, 2014
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  1. Here I will briefly go over:
  2.  
  3. 43.-What the overall goal is for this wad
  4. 73.-What role you play while involved in this project
  5. 100-General changes I wish to see
  6. 175.-A short outline blurb for every map
  7. 178.-map01
  8. 190.-map02
  9. 203.-map03
  10. 210.-map04
  11. 218.-map05
  12. 226.-map06
  13. 233.-map07
  14. -map08
  15. -map09
  16. -map10
  17. -map11
  18. -map12
  19. -map13
  20. -map14
  21. -map15
  22. -map16
  23. -map17
  24. -map18
  25. -map19
  26. -map20
  27. -map21
  28. -map22
  29. -map23
  30. -map24
  31. -map25
  32. -map26
  33. -map27
  34. -map28
  35. -map29
  36. -map30
  37. -map31
  38. -map32
  39. -map33
  40.  
  41.  
  42. #################################################
  43. ########## Overall Goal for this wad ############
  44. #################################################
  45.  
  46. Fairly simple idea, creating challenging maps by not flooding
  47. the screen with thousands of enemies at once with limited ammo.
  48. However at the same time I wish to create an environment, and
  49. not just sectors upon sectors trying to detail a single room
  50. however this does not exclude detail altogether as the detail
  51. will come from separate rooms and whatever tone and setting the
  52. level has in general. I want to create an enjoyable experience
  53. both visually and gameplay wise, too much concentration to one
  54. side would cause this entire wad to grow dull and rudimentary.
  55. Others have stated that the original defiler was a lot like
  56. Doom 3, although a failure in gameplay, I still like to carry
  57. the same principles over with many traps, light variations
  58. and an overall atmosphere that helps tell the non-existant
  59. story at play. With this in mind, my dream is also to help
  60. new players or absent minded players find it easy to navigate
  61. these levels firsthand with small gestures like locking a door
  62. to an area that they must complete before advancing as to
  63. prevent hours of back tracking. Also setting up small sectors
  64. next to locked doors containing the necessary key would be
  65. a good way to lessen other players from being left behind if
  66. they could not keep up with the others. Finally this is not
  67. just a survival project for singleplayer fun, it is also
  68. meant for multiplayer playthroughs and can last roughly up
  69. to 30 minutes a map regardless of the amount of surplus
  70. players.
  71.  
  72. #################################################
  73. ############### Your Role to me #################
  74. #################################################
  75.  
  76. You, as a mapper, are my colleague in this endeavor of mine.
  77. Although Defiler itself was a let down to me, I in no way
  78. disregard it's many ideas and design docs to be useless and
  79. merely wish to implement them further in these revisioned
  80. levels. I don't expect top professional grade doom mapping
  81. but more so simple rooms and realistic style settings. This
  82. project in it's entirety, is my child in a way and will look
  83. to micro manage as best I can to ensure these ideals remain.
  84. I've given well over 5 years into Defiler, while not a
  85. visually applicable wad still, I do still regard it as an
  86. achievement for my mapping career and see this project as an
  87. opportunity to further it to an even higher level. Do not
  88. think of your levels as simply 'maps' for I feel the term
  89. 'maps' is now loosely fitted towards wads with just simple
  90. gameplay challenges and making the player overcome them.
  91. I prefer the term 'levels' as we in this project will strive
  92. to create an adventure as well as intense action, to be
  93. enjoyed by any form of audience. Although little can be
  94. done through a vanilla doom engine, ambition and mindset
  95. can help set forth the ideas that first helped the
  96. original iwad creators develop their masterpieces as they
  97. are remembered today.
  98.  
  99. #################################################
  100. ######### General Changes for Remake ############
  101. #################################################
  102.  
  103. Huge overhaul from the original Defiler to the remake here.
  104. Many changes of course include ammo, health, monsters and
  105. even the difficulty of a lot of the maps. I will cover what
  106. changes I expect here, along with other notes I find
  107. necessary to mention:
  108.  
  109. -[PROGRESSIVE DIFFICULTY] Although a fun idea that I used in
  110. the original Defiler -- it will not be used here. The original
  111. concept was to increase the amount of monsters and which ones
  112. the players saw one level after another. Like the introduction
  113. of the baron of hell in the floor in map10. Later on I found
  114. out that this is not an effective method anymore since the first
  115. 5 levels could be blazed through with relative ease if someone
  116. has higher level weaponry, bringing me to my next point.
  117.  
  118. -[PROGRESSIVE WEAPONRY] This coincided with the difficulty,
  119. after grabbing the supershotgun in map04, the levels would then
  120. take a large spike now given the expanded arsenal. Again a good
  121. idea on paper, but now is obselete, given what I've researched
  122. so far. All weapons are free to use on any level, except the bfg.
  123. If there is one thing I learned from coop or survival; get
  124. enough players together in one server, and at least one of them
  125. will not know when or how to use the bfg, it is to be kept a
  126. massive secret.
  127.  
  128. -[SECRET BFG] In the later levels, or the hell levels, there
  129. are ocassionally incredibly secret bfg's scattered throughout
  130. the levels. This will NOT change, the only thing that will change
  131. is the secrecy of the bfg's. I did a pretty sloppy job previously
  132. hiding them, and wish to amend that by giving them appropriate
  133. hiding places. And the original rule still stands, the first bfg
  134. can appear in map18 and after that, and only one per level is
  135. permitted.
  136.  
  137. -[ACTIVE ENVIRONMENT] A switch should do a lot more than just
  138. open a door to the next area. Perhaps it could unlock a secret
  139. descending staircase, or perhaps split a waterfall to reveal
  140. an alcove, or even moving massive sectors and giving away more
  141. scenery to give more of an epic setting. The entire goal is to
  142. make an adventure, not just a shooting gallery to go through.
  143. Showcasing monsters in the distant, out of players' reach is also
  144. another way to develop a rich environment, of course this also
  145. should have a fix for itself such as a crusher activated after
  146. passing through the exit door so those who want 100% rating can
  147. still get it.
  148.  
  149. -[HELPFUL ENVIRONMENT] Traps aren't just for players anymore.
  150. In my professional opinion, letting players develop plans and
  151. dictate outcomes to large conflicts has been essential to creating
  152. static situations. Letting players mess around with switches in
  153. an empty room, finding out they can activate and deactivate
  154. crushers or raise and lower barricades let's them plan accordingly
  155. to any eerie trap they might encounter. Giving players a choice
  156. rather than an objective is a staple in good game design.
  157.  
  158. -[DIFFICULTY IN SMALL NUMBERS] I always had a belief that a
  159. level's difficulty should be set how a player maneuvers it's
  160. obstacles. Designed elaborate traps that showcase agility rather
  161. than stored ammo is a definite route to go down. Being surrounded
  162. by hordes of enemies is only challenging if the player is not
  163. patient, but patience is not fun, for some.
  164.  
  165. -[DEMON/PINKY HORDES] Yeah I know, it wasn't really a good idea
  166. in post, but it served a purpose and it wasn't gameplay wise. The
  167. truth behind the horde system was to allow slower players a chance
  168. to catch up to others who might be steamrolling through a level,
  169. as to not make it a hide and seek for late comers. Even though I
  170. plainly displayed my disgust towards slaughterfests, I do encourage
  171. at least one or two instances of such for some levels, to serve
  172. the same purpose as my pinky horde idea did.
  173.  
  174. #################################################
  175. ############ A Map by Map Outline ###############
  176. #################################################
  177.  
  178. -map01: "Mars City"
  179. The beginning level of the wad, always had my
  180. center of attention when in development. The idea for
  181. this map is to set the scale and develop an attachment
  182. to the scenery and setting. Massive areas landscape this
  183. level, as well as tight indoors and displaying a feel of
  184. a higher source at work in the background of the hell
  185. invasion. The revision of this map will do that as well
  186. as make the map difficult so even during a rotation
  187. when players have all weapons, this level will still
  188. prove to be a bit of a challenge to the careless.
  189.  
  190. -map02: "Sewer Filtration"
  191. It's habitual that every game/wad's second level
  192. is to take place in a sewer or a slow paced section. This
  193. level is no exception, the sewers here will take place
  194. in small corridors and maze-like hallways trying to
  195. navigate the nukage run-off and disposed waste. The idea
  196. for the remake is to place players in simple situations
  197. where they are not outnumbered but make it difficult to
  198. maneuver without compromising their safety. This level is
  199. also the first one to showcase 'hellish' parts of the tech
  200. base as a reminder that things have fallen apart more
  201. quickly than anticipated.
  202.  
  203. -map03: "Research & Resource"
  204. Not really much to say about this level, it can
  205. be setup anyway to whoever is making this one. It's simple
  206. and doesn't exactly have it's own flavour in the original
  207. and not expecting much more in the remake, just a normal
  208. fill in the gap level here.
  209.  
  210. -map04: "Omega Center"
  211. Same deal as map03, no real theme to this level.
  212. However it's only major difference is the fact that this
  213. level is more scenery oriented, with things going on in
  214. the background to make players question future events.
  215. Such as the cyberdemon behind the closing door in the
  216. original.
  217.  
  218. -map05: "Power Reg. Facility"
  219. This map really starts the 'domino' effect for
  220. later levels. In this level it's a 'power plant'
  221. obviously, making the theme based around sorting power to
  222. different parts of the mars base as to make it accessible
  223. in later levels. Most of these generators of course being
  224. crusher sector based.
  225.  
  226. -map06: "Hydro Plant"
  227. In this level, we see the domino effect now take
  228. place. The players are stuck navigating dark corridors
  229. because in the previous level they routed power away from
  230. hydro processes to the cell blocks so they can make their
  231. way to the research building where ground zero happened.
  232.  
  233. -map07: "Cell Block C"
  234. A great concept went into this map that I would
  235. certainly like to touch on again. Like in Plutonia's map11
  236. where players are being hunted by the archvile, this would
  237. be the opposite where the players hunt mancubi. The level
  238. is separated into quadrants, where players travel from
  239. a central hub to each quadrant, clear it, then kill the
  240. mancubus(i) at the end. After killing all 4, the hub room
  241. then opens up to another section where they must hunt the
  242. arachnotrons. In this remake I am considering for UV skill
  243. levels and up, there are 8 mancubi and all 4 are located in
  244. secrets, 1 in each quadrant, same for the arachnotrons.
  245.  
  246. -map08: "Abandoned Complex"
  247.  
  248. -map09: "Sector 31-B"
  249.  
  250. -map10: "Systems Transfer"
  251.  
  252. -map11: "The Compound"
  253.  
  254. -map12: "Sigma Research Wing"
  255.  
  256. -map13: "Purification Labs"
  257.  
  258. -map14: "Primary Site"
  259.  
  260. -map15: "Ground Zero"
  261.  
  262. -map16: "Hell"
  263.  
  264. -map17: "Beldenian"
  265.  
  266. -map18: "Zor Ra' Thar"
  267.  
  268. -map19: "Mein Kampf"
  269.  
  270. -map20: "Streit"
  271.  
  272. -map21: "Guhmenia"
  273.  
  274. -map22: "Gunska Daltey"
  275.  
  276. -map23: "Dostr'ah Fhenien"
  277.  
  278. -map24: "Kayleemdahr - LVL1"
  279.  
  280. -map25: "Kayleemdahr - LVL2"
  281.  
  282. -map26: "Kayleemdahr - LVL3"
  283.  
  284. -map27: "Kayleemdahr - LVL4"
  285.  
  286. -map28: "Kayleemdahr - LVL5"
  287.  
  288. -map29: "Reminisce"
  289.  
  290. -map30: "Redemption"
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