DRL > Discussion
Bounty Research: Level Design and Generation
Klear:
Is it OK to hijack this thread for general level design ideas?
Somebody suggested rooms with circular acid/lava pools with a little space in the middle in some thread earlier. Preferably acid. There's not neraly enough acid in this game.
Make an item spawn on the little island when generating the level and increase the chance of the item being something rare and you've got yourself a good reason to wear foot protection instead of tactical boots all the time. Besides, such rooms feel quite doomish to me.
As for the windows, force fields, barriers etc. you suggested in the OP, I wouldn't go overboard with that, to keep the game somewhat simple. I would like to see windows - impassable but allowed to shoot through. There's been a LOT of that in doom. Additionally, it would serve to nerf the melee game a bit.
LuckyDee:
--- Quote from: Klear on July 20, 2012, 16:52 ---Is it OK to hijack this thread for general level design ideas?
--- End quote ---
Take this baby and drive.
--- Quote from: Klear on July 20, 2012, 16:52 ---As for the windows, force fields, barriers etc. you suggested in the OP, I wouldn't go overboard with that, to keep the game somewhat simple. I would like to see windows - impassable but allowed to shoot through.
--- End quote ---
I just wrote down the first examples that came to mind. The way I see it, it's best to have a huge pool of ideas and then kick out everything that doesn't fit at the end. Also, by the magic of association, the more thoughts you fire off, the more others will be triggered.
--- Quote from: Napsterbater on July 20, 2012, 15:24 ---I thought the cave pillar elements from the very first level, after the bridge, were pretty neat. ... Also interesting were the divided rooms.
--- End quote ---
Maybe I should just check and see for myself, especially after reading all the stuff from players who seem to be having a ball with it..
Navigation
[0] Message Index
[*] Previous page
Go to full version