Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Here I will briefly go over:
- 43.-What the overall goal is for this wad
- 73.-What role you play while involved in this project
- 100-General changes I wish to see
- 175.-A short outline blurb for every map
- 178.-map01
- 190.-map02
- 203.-map03
- 210.-map04
- 218.-map05
- 226.-map06
- 233.-map07
- -map08
- -map09
- -map10
- -map11
- -map12
- -map13
- -map14
- -map15
- -map16
- -map17
- -map18
- -map19
- -map20
- -map21
- -map22
- -map23
- -map24
- -map25
- -map26
- -map27
- -map28
- -map29
- -map30
- -map31
- -map32
- -map33
- #################################################
- ########## Overall Goal for this wad ############
- #################################################
- Fairly simple idea, creating challenging maps by not flooding
- the screen with thousands of enemies at once with limited ammo.
- However at the same time I wish to create an environment, and
- not just sectors upon sectors trying to detail a single room
- however this does not exclude detail altogether as the detail
- will come from separate rooms and whatever tone and setting the
- level has in general. I want to create an enjoyable experience
- both visually and gameplay wise, too much concentration to one
- side would cause this entire wad to grow dull and rudimentary.
- Others have stated that the original defiler was a lot like
- Doom 3, although a failure in gameplay, I still like to carry
- the same principles over with many traps, light variations
- and an overall atmosphere that helps tell the non-existant
- story at play. With this in mind, my dream is also to help
- new players or absent minded players find it easy to navigate
- these levels firsthand with small gestures like locking a door
- to an area that they must complete before advancing as to
- prevent hours of back tracking. Also setting up small sectors
- next to locked doors containing the necessary key would be
- a good way to lessen other players from being left behind if
- they could not keep up with the others. Finally this is not
- just a survival project for singleplayer fun, it is also
- meant for multiplayer playthroughs and can last roughly up
- to 30 minutes a map regardless of the amount of surplus
- players.
- #################################################
- ############### Your Role to me #################
- #################################################
- You, as a mapper, are my colleague in this endeavor of mine.
- Although Defiler itself was a let down to me, I in no way
- disregard it's many ideas and design docs to be useless and
- merely wish to implement them further in these revisioned
- levels. I don't expect top professional grade doom mapping
- but more so simple rooms and realistic style settings. This
- project in it's entirety, is my child in a way and will look
- to micro manage as best I can to ensure these ideals remain.
- I've given well over 5 years into Defiler, while not a
- visually applicable wad still, I do still regard it as an
- achievement for my mapping career and see this project as an
- opportunity to further it to an even higher level. Do not
- think of your levels as simply 'maps' for I feel the term
- 'maps' is now loosely fitted towards wads with just simple
- gameplay challenges and making the player overcome them.
- I prefer the term 'levels' as we in this project will strive
- to create an adventure as well as intense action, to be
- enjoyed by any form of audience. Although little can be
- done through a vanilla doom engine, ambition and mindset
- can help set forth the ideas that first helped the
- original iwad creators develop their masterpieces as they
- are remembered today.
- #################################################
- ######### General Changes for Remake ############
- #################################################
- Huge overhaul from the original Defiler to the remake here.
- Many changes of course include ammo, health, monsters and
- even the difficulty of a lot of the maps. I will cover what
- changes I expect here, along with other notes I find
- necessary to mention:
- -[PROGRESSIVE DIFFICULTY] Although a fun idea that I used in
- the original Defiler -- it will not be used here. The original
- concept was to increase the amount of monsters and which ones
- the players saw one level after another. Like the introduction
- of the baron of hell in the floor in map10. Later on I found
- out that this is not an effective method anymore since the first
- 5 levels could be blazed through with relative ease if someone
- has higher level weaponry, bringing me to my next point.
- -[PROGRESSIVE WEAPONRY] This coincided with the difficulty,
- after grabbing the supershotgun in map04, the levels would then
- take a large spike now given the expanded arsenal. Again a good
- idea on paper, but now is obselete, given what I've researched
- so far. All weapons are free to use on any level, except the bfg.
- If there is one thing I learned from coop or survival; get
- enough players together in one server, and at least one of them
- will not know when or how to use the bfg, it is to be kept a
- massive secret.
- -[SECRET BFG] In the later levels, or the hell levels, there
- are ocassionally incredibly secret bfg's scattered throughout
- the levels. This will NOT change, the only thing that will change
- is the secrecy of the bfg's. I did a pretty sloppy job previously
- hiding them, and wish to amend that by giving them appropriate
- hiding places. And the original rule still stands, the first bfg
- can appear in map18 and after that, and only one per level is
- permitted.
- -[ACTIVE ENVIRONMENT] A switch should do a lot more than just
- open a door to the next area. Perhaps it could unlock a secret
- descending staircase, or perhaps split a waterfall to reveal
- an alcove, or even moving massive sectors and giving away more
- scenery to give more of an epic setting. The entire goal is to
- make an adventure, not just a shooting gallery to go through.
- Showcasing monsters in the distant, out of players' reach is also
- another way to develop a rich environment, of course this also
- should have a fix for itself such as a crusher activated after
- passing through the exit door so those who want 100% rating can
- still get it.
- -[HELPFUL ENVIRONMENT] Traps aren't just for players anymore.
- In my professional opinion, letting players develop plans and
- dictate outcomes to large conflicts has been essential to creating
- static situations. Letting players mess around with switches in
- an empty room, finding out they can activate and deactivate
- crushers or raise and lower barricades let's them plan accordingly
- to any eerie trap they might encounter. Giving players a choice
- rather than an objective is a staple in good game design.
- -[DIFFICULTY IN SMALL NUMBERS] I always had a belief that a
- level's difficulty should be set how a player maneuvers it's
- obstacles. Designed elaborate traps that showcase agility rather
- than stored ammo is a definite route to go down. Being surrounded
- by hordes of enemies is only challenging if the player is not
- patient, but patience is not fun, for some.
- -[DEMON/PINKY HORDES] Yeah I know, it wasn't really a good idea
- in post, but it served a purpose and it wasn't gameplay wise. The
- truth behind the horde system was to allow slower players a chance
- to catch up to others who might be steamrolling through a level,
- as to not make it a hide and seek for late comers. Even though I
- plainly displayed my disgust towards slaughterfests, I do encourage
- at least one or two instances of such for some levels, to serve
- the same purpose as my pinky horde idea did.
- #################################################
- ############ A Map by Map Outline ###############
- #################################################
- -map01: "Mars City"
- The beginning level of the wad, always had my
- center of attention when in development. The idea for
- this map is to set the scale and develop an attachment
- to the scenery and setting. Massive areas landscape this
- level, as well as tight indoors and displaying a feel of
- a higher source at work in the background of the hell
- invasion. The revision of this map will do that as well
- as make the map difficult so even during a rotation
- when players have all weapons, this level will still
- prove to be a bit of a challenge to the careless.
- -map02: "Sewer Filtration"
- It's habitual that every game/wad's second level
- is to take place in a sewer or a slow paced section. This
- level is no exception, the sewers here will take place
- in small corridors and maze-like hallways trying to
- navigate the nukage run-off and disposed waste. The idea
- for the remake is to place players in simple situations
- where they are not outnumbered but make it difficult to
- maneuver without compromising their safety. This level is
- also the first one to showcase 'hellish' parts of the tech
- base as a reminder that things have fallen apart more
- quickly than anticipated.
- -map03: "Research & Resource"
- Not really much to say about this level, it can
- be setup anyway to whoever is making this one. It's simple
- and doesn't exactly have it's own flavour in the original
- and not expecting much more in the remake, just a normal
- fill in the gap level here.
- -map04: "Omega Center"
- Same deal as map03, no real theme to this level.
- However it's only major difference is the fact that this
- level is more scenery oriented, with things going on in
- the background to make players question future events.
- Such as the cyberdemon behind the closing door in the
- original.
- -map05: "Power Reg. Facility"
- This map really starts the 'domino' effect for
- later levels. In this level it's a 'power plant'
- obviously, making the theme based around sorting power to
- different parts of the mars base as to make it accessible
- in later levels. Most of these generators of course being
- crusher sector based.
- -map06: "Hydro Plant"
- In this level, we see the domino effect now take
- place. The players are stuck navigating dark corridors
- because in the previous level they routed power away from
- hydro processes to the cell blocks so they can make their
- way to the research building where ground zero happened.
- -map07: "Cell Block C"
- A great concept went into this map that I would
- certainly like to touch on again. Like in Plutonia's map11
- where players are being hunted by the archvile, this would
- be the opposite where the players hunt mancubi. The level
- is separated into quadrants, where players travel from
- a central hub to each quadrant, clear it, then kill the
- mancubus(i) at the end. After killing all 4, the hub room
- then opens up to another section where they must hunt the
- arachnotrons. In this remake I am considering for UV skill
- levels and up, there are 8 mancubi and all 4 are located in
- secrets, 1 in each quadrant, same for the arachnotrons.
- -map08: "Abandoned Complex"
- -map09: "Sector 31-B"
- -map10: "Systems Transfer"
- -map11: "The Compound"
- -map12: "Sigma Research Wing"
- -map13: "Purification Labs"
- -map14: "Primary Site"
- -map15: "Ground Zero"
- -map16: "Hell"
- -map17: "Beldenian"
- -map18: "Zor Ra' Thar"
- -map19: "Mein Kampf"
- -map20: "Streit"
- -map21: "Guhmenia"
- -map22: "Gunska Daltey"
- -map23: "Dostr'ah Fhenien"
- -map24: "Kayleemdahr - LVL1"
- -map25: "Kayleemdahr - LVL2"
- -map26: "Kayleemdahr - LVL3"
- -map27: "Kayleemdahr - LVL4"
- -map28: "Kayleemdahr - LVL5"
- -map29: "Reminisce"
- -map30: "Redemption"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement