How would you better the original maps?
Mar 13, 2020 16:14:45 GMT -5
Post by joe-ilya on Mar 13, 2020 16:14:45 GMT -5
For Ultimate Doom I'd just give more rockets and cells against the mid-tier enemies, so that shotgunning barons and cacos isn't necessary.
For Doom 2 :
MAP01 : Barrels, and a shotgun in the blue room.
MAP02 : Replace the SSG with a chaingun, give green armor at the start.
MAP03 : Put more windows behind the blue doors, but to decorative vistas.
MAP04 : Make the little crate lower a secret for a short time, instead of a mandatory progression.
MAP05 : Introduce the SSG here, put windows to outdoor vistas, Romero style.
MAP06 : Putting the crusher switch further, somewhere behind the blue key in the dark hall.
MAP07 : Making the arachnotron area flooded with damaging acid.
MAP08 : Removing that gargoyle and satyr hallway.
MAP09 : Removing most filler areas.
MAP11 : Removing the PE behind the cage. Revealing the spectres in the trap when activated. Give the red key a trap.
MAP12 : Start in the factory. Removing the imps at the secret soulsphere. Giving the player SSG and RL at start.
MAP13 : Making the slow yellow key lift fast. Remove the arrow. Give the player SSG at start.
MAP14 : More enemies, SSG at start, put secrets, put traps.
MAP15 : Make secret exit harder to find.
MAP16 : Extra shotguns and chainguns around the map.
MAP17 : Put SSG at start, put bridges in the hub, earlier RL and PG
MAP18 : SSG at start, remove the maze
MAP19 : Remove mandatory secrets, extra weapons, a BFG somewhere.
MAP20 : Blockades to prevent skipping.
MAP21 : Way too much TBH.
MAP23 : Put PG at start, earlier BFG.
MAP24 : Removing a lot of filler, putting a teleporter in the nukage at the end, make that invul secret useful, widen up the catwalks a little.
MAP25 : Making the map linear.
MAP28 : Keep just 1 invul.
MAP29 : More weapons. Give the ending a better build-up, while also making the cyber not laughably skippable.
For Doom 2 :
MAP01 : Barrels, and a shotgun in the blue room.
MAP02 : Replace the SSG with a chaingun, give green armor at the start.
MAP03 : Put more windows behind the blue doors, but to decorative vistas.
MAP04 : Make the little crate lower a secret for a short time, instead of a mandatory progression.
MAP05 : Introduce the SSG here, put windows to outdoor vistas, Romero style.
MAP06 : Putting the crusher switch further, somewhere behind the blue key in the dark hall.
MAP07 : Making the arachnotron area flooded with damaging acid.
MAP08 : Removing that gargoyle and satyr hallway.
MAP09 : Removing most filler areas.
MAP11 : Removing the PE behind the cage. Revealing the spectres in the trap when activated. Give the red key a trap.
MAP12 : Start in the factory. Removing the imps at the secret soulsphere. Giving the player SSG and RL at start.
MAP13 : Making the slow yellow key lift fast. Remove the arrow. Give the player SSG at start.
MAP14 : More enemies, SSG at start, put secrets, put traps.
MAP15 : Make secret exit harder to find.
MAP16 : Extra shotguns and chainguns around the map.
MAP17 : Put SSG at start, put bridges in the hub, earlier RL and PG
MAP18 : SSG at start, remove the maze
MAP19 : Remove mandatory secrets, extra weapons, a BFG somewhere.
MAP20 : Blockades to prevent skipping.
MAP21 : Way too much TBH.
MAP23 : Put PG at start, earlier BFG.
MAP24 : Removing a lot of filler, putting a teleporter in the nukage at the end, make that invul secret useful, widen up the catwalks a little.
MAP25 : Making the map linear.
MAP28 : Keep just 1 invul.
MAP29 : More weapons. Give the ending a better build-up, while also making the cyber not laughably skippable.