40oz
diRTbAg
Posts: 6,111
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Post by 40oz on Mar 8, 2018 8:40:39 GMT -5
I was looking at Doom 2 MAP21: Nirvana today, and something that caught my attention is all these medikits in the start area. Despite all these health resources, the map itself isn't all that easy. Presumably because you have to remember to come back here when you need it. I almost never see this many health items in one spot in any wad released in the last couple years. A lot of modern maps that are really tough are often very stingy with health. I'm not sure a lack of healing items has a whole lot to do with a wad being hard. If you don't have healing items, that means your player is either perfect and can enter each monster encounter with 100% health, or they make mistakes and have to pay for with increasing necessity for precision and perfection. That doesn't have much to do with fun, does it? I think really hard maps could throw plenty health items at the player without babying them, or cheesing their own traps. Not so much that you're tripping over medikits as you're getting pummeled by chaingunner bullets, but rather in designated healing areas, where lumps of medikits can be found all in one spot that you have to return to if you need it again.
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BattleKorbi
Korbstomp
https://www.youtube.com/watch?v=7rFi11elXiI
Posts: 243
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Post by BattleKorbi on Mar 8, 2018 10:08:05 GMT -5
Once I 1337haxorred myself a pwad which removes health armor and ammo limits (atleast I jumped up the limits to 32000 or something), in order to help calculate how much health would be needed for my maps; say, if I can calibrate the amount of healthpacks to be around 1/12 more than the damage the player can accumulate in the map (like, one hit from each monster or something). I think it was worthless in the end because players can be really dumb and get themselves rekt by enviromental damage and whatnot and in the end I just used the pwad for my own leisure (to roleplay as a energy-collecting demon-slaying knight who absorbs stuff and gets power levels and stuff). Why did I mention this? Other than that, I really love health closets; places where health is often stored, and often in forms of either 5-6 medikits or tons of stimpacks; it can guarantee that a player would return to such a closet eventually (unless the player is a god at the game and dodges every single source of damage, in which case, fun stuff, have unavoidable enviromental damage help > ) and can be a good ground for a potential ambush scenario or whatever. Randomly thrown across medikits (even if a supercomputer calculated their most optimal positions) kinda ruin the aesthetic for me, as I consider item and health placement as kind of art; in a realistic setting, would you grab the medikit which lied in the filth of the sewers for some time now? Or would you prefer the one that is on a ledge or something and away from the wet horror that is sewage? That is kinda why I like health closets; without further thinking in regards of superbly tactical medkit placement, you can put them in a convenient spot, and you can bet on the player passing through the area more than once without having to toss a keycard there. I like the example shown in the picture, and really love with when FPS games in general gimme a health closet like that to get back though; even if I know I would have to deal with some surprising son of a bitch eventually, to know where they all are and to not stress yourselves over the question "Where is the next medikit?" but "How do I get to the medikit?"; the answers given to the second one can be more colorful and satisfying to answer "Just over that horde of pinkies, is the ladder that brings me back to the closet. You can do it Korbs!", whilst just asking the first one is "Uhh... I checked here, I checked there... How I am going to be sure I won't get pummeled by stepping onto that medikit over there?". For the record; I hate when mappers have the secret soulsphere be worthless to fight for when you get ambushed immediately from all sides and you end up with less health than you should have got. (my english sucks this fair afternoon)
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 11, 2018 13:34:14 GMT -5
I think the lack of recovery between extremely choreographed fights is a notable weakness in modern mapping, as is trying to overwhelm the player to take away their advantage of skill and score a cheap kill. It's the reason why modern games have regenerating health... To avoid the player going into a non-optional trap or set piece with no health. Anti-frustration features are a good thing, in my book, even if they do allow for more unforgiving setups.
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