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Post by ketmar on Sept 13, 2023 23:09:18 GMT -5
i just thought that one of the rules Romero used is really wrong one. i mean the rule "if you can see it, you must be able to reach it".
i recently realised that it really kills any attempts of immersion. because i know that the world around me is not a living thing, it was built specifically to enternain me. it has no sense to exist when i'm not there. there are no faraway places i can see, but cannot reach, as in any real world. it's very, very artificial, and gives no feeling of something bigger.
i mean, if you can see a distant structures, courtyards and such, inhabited, filled with goodies, and even some roads or something leading there, but you cannot reach them… it may be frustrating, yeah. but in the same time, it tells me that there is a world outside a sandbox i am allowed into, that world has a purpose, and it is living on it's own. i'm just a stranger there.
of course, people waniting 100% completion will be very angry. people with hatred towards closed doors they cannot open will be very angry. but in the same time i believe that such areas will make the game much deeper. maybe someday mappers will shift to this style of maps…
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Deleted
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Post by Deleted on Sept 13, 2023 23:59:17 GMT -5
putting items and enemies out of reach would definitely trigger my autism or something. realism/immersion vs playability is the eternal balance to achieve in vidya games, but then again realism/immersion mostly became a thing after vidya games left their arcade roots, which people sometimes return to in a desperate attempt to remind themselves they're playing an actual game and not whatever a lot of modern vidya are so yeah, most russian mappers are wrong
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SilverMiner
You're trying to say you like DOS better than me, right?
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Post by SilverMiner on Sept 14, 2023 2:20:12 GMT -5
so yeah, most russian mappers are wrong What wads are you looking at? A.L.T.?
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Post by ketmar on Sept 14, 2023 2:46:55 GMT -5
oh, so called "russian wads" is a whole different story. kind of wads which can be recognized almost instantly, and at least for me is something i'm dropping the second i recognized it. thank you, i am depressive enough person, i don't need even more depression, despair and loneliness. at least not in Doom. ;-)
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Deleted
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Post by Deleted on Sept 14, 2023 4:37:33 GMT -5
so yeah, most russian mappers are wrong What wads are you looking at? A.L.T.? clan bos stuff isn't really my thing, but generally that "russian realism" where you try to achieve a sense of place and atmosphere in spite of everything else
some russian stuff i like tho (dragon hunter, chainie etc)
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SilverMiner
You're trying to say you like DOS better than me, right?
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Post by SilverMiner on Sept 14, 2023 6:31:02 GMT -5
I don't like bos stuff too The maps aren't enjoyable for me
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dn
Body Count: 02
the motherfucking darknation
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Post by dn on Sept 14, 2023 9:11:56 GMT -5
do your legs not work irl or something? Are you rolling down the road in your wheelchair, and get mad when you see a KFC on top a set of stairs? Is the town of Pussay (lower-mongolian steppes) and the valhalla of Pussy (population: not you) an unreachable, untouchable goal? Are you a fucking goldfish in my living room? You can see my awesome stereo, but you are stymied forever by the walls of a cruel glass prison?
Sounds like the sort of life I'd want to break immersion from. I'd be breaking that fucking immersion with shotgun mouthwash.
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Deleted
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Post by Deleted on Sept 14, 2023 9:59:14 GMT -5
do your legs not work irl or something? Are you rolling down the road in your wheelchair, and get mad when you see a KFC on top a set of stairs? Is the town of Pussay (lower-mongolian steppes) and the valhalla of Pussy (population: not you) an unreachable, untouchable goal? Are you a fucking goldfish in my living room? You can see my awesome stereo, but you are stymied forever by the walls of a cruel glass prison? Sounds like the sort of life I'd want to break immersion from. I'd be breaking that fucking immersion with shotgun mouthwash. ... huh?
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Deleted
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Post by Deleted on Sept 14, 2023 11:33:53 GMT -5
i finished doxylamine moon in like two minutes first try, feels like i cucked the author or something still dropped sacrament tho, da will wasn't bad
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40oz
diRTbAg
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Post by 40oz on Sept 14, 2023 12:19:35 GMT -5
Interesting point. I agree, that some of my favorite maps often have well decorated 'out of bounds' zones. Even though you can't go out and interact with it, the ability to see out into the distance can make a small map feel a lot bigger than it actually is, which I really enjoy. I think the rule was meant for secrets, like powerups seen through windows or behind cages. I don't think I can jive with items and unalerted monsters being out in places you can't actually go. Even then, John Romero didn't even follow his own rules. In earlier versions there was even a stimpack out here.
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Post by ketmar on Sept 14, 2023 23:13:41 GMT -5
do your legs not work irl or something? Are you rolling down the road in your wheelchair, and get mad when you see a KFC on top a set of stairs? don't you know that Doomguy using a wheelchair, that's why he cannot jump? so yeah, the game should be consistent with its themes!
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Post by dr_st on Sept 23, 2023 15:29:08 GMT -5
I think it's an easy distinction to make. Items/goodies should always be reachable. Don't be a dick and have players spend an hour trying to figure out how to get that megasphere, if it cannot be done.
However, making unreachable structures to add to the background, which make the space feel bigger, is OK and welcome in my book. With modern games it is very easy to make a beautiful and detailed background which is clearly distinct from the reachable world, but adds to the immersion. In the time of the original Doom, technology wasn't quite there yet (think of the primitive sky textures), so it would be OK to just have some far off area with structures that look just like those that you have around you, but are obviously out of reach. In fact, many maps, at least in community projects, have those.
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Post by ketmar on Sept 24, 2023 0:18:05 GMT -5
Don't be a dick and have players spend an hour trying to figure out how to get that megasphere, if it cannot be done. for me, that's one of the problems. people are so determined to have 100% kills and 100% items that map designers simply have to build playgrounds instead of worlds. there is simply no reason for anyting to exist if there is no player around. ok, it's hard to imagine why anybody would need to throw around shotguns and shells, but hey… let me at least to try. maybe that unreachable powerup and weapon stash is there for some other reason than to be picked up by me? p.s.: it is fun that even UDMF has no flags like "do not count this item", "do not count this monster". nobody ever though to have a way for people to have both 100%-run, and some unreachable things.
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Post by dr_st on Sept 24, 2023 3:00:06 GMT -5
ok, it's hard to imagine why anybody would need to throw around shotguns and shells, but hey… let me at least to try. maybe that unreachable powerup and weapon stash is there for some other reason than to be picked up by me? This is a nice way to look at it. Does not go with my gameworldview, but I can certainly understand it.
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40oz
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Post by 40oz on Sept 24, 2023 10:06:39 GMT -5
speaking from a designer here, 30 years after Doom has been released, it is unfortunately a bit of a struggle now to get people to play your map at all, even if its really good. Theres been plenty of Doom maps that break common design rules, but only few of them are well remembered. Many mappers have a long road ahead of them to build trust with their players. This is essentially why players tend to remember the names of their favorite/preferred mappers. They shouldn't need to if mappers could always be trusted, but some mappers are assholes that dont respect their players' time.
Ive seen plenty people say "let mappers do what they want" but i think this undermines the experience of many doom mappers feeling like their work is unrecognized and undervalued.
At least in my experience watching people play doom, id say about 50% or more do expect to be able to pick up any item that they can see. Seeing an item that they can't get would eventually lead to a lot of wasted time from the player trying to get it until they can verify that it is physically impossible to do so. Players will take a hard-to-reach item as a challenge when the designer knows there is no way to get it. This can feel like an insult to the players intelligence. Ive seen this happen to players even when the item is obtainable.
If level designers care about their maps being played and enjoyed, its in their interest to care about what most people like and care about in a Doom map and design their maps in a way those people would enjoy. I dont think it is very sustainable for mappers to dominate the doom community with maps that are oppressive to players and demand that the players keep up.
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40oz
diRTbAg
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Post by 40oz on Sept 24, 2023 10:13:46 GMT -5
On the subject of worldbuilding, many DBPs have had lots of environmental scenery like beer bottles, trash cans, milk crates and cardboard boxes. Man-made items that you could probably store in your inventory but have no reason to.
I think many players agree that seeing refuse leftover by people that once lived there absolutely does work at making a place feel real, and many mappers and players like to see it. If one makes the graphics for it, it kinda eliminates any need to use actual pick-uppable items for this purpose.
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Post by ketmar on Sept 24, 2023 12:34:06 GMT -5
i tought briefly that you can write in README that not all items are reachable… but then i tried to remember when it was the last time i read any README… ok, it will definitely not work. ;-)
but hey, i just thought that we can marry two topics: this, and the topic about easy setting. make items unobtainable on UV, but obtainable on other difficulties! ;-) yes, exactly like that, because UV players love to be punished, why else they'd be playing on UV? ;-)
p.s.: yes, leftovers may work too, and it is a great idea. yet seeing monsters walking far away, and some pickups lying there… it may create a feeling that the world is not only devoid of all humans, but now really infested by demons. and combining two things may work even better.
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Gokuma
You're trying to say you like DOS better than me, right?
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Post by Gokuma on Sept 24, 2023 17:06:11 GMT -5
I like this Romero Rule but it's something to keep in mind, rather than do every time. E1M7 is really great how you can see across from one area to another through whatever windows or spaces in between, so I like to connect places like that when I can.
An absolutely ridiculously difficult to figure out secret dangling something in front of you all during a map is quite irritating though.
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Deleted
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Post by Deleted on Sept 24, 2023 21:44:40 GMT -5
having pickups scattered everywhere feels "unrealistic" anyway, unless they're on corpses and such, not that i'm against ammo/health starvation and fucking with uv maxers btw. doom is a fundamentally arcadey game with powerups and grading your completion at the end of each level, so i'm not expecting realism from it or even "doomcute". it's fine if the mapper wants their maps to have a sense of place tho
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Post by Killer5 on Sept 24, 2023 23:24:01 GMT -5
To be honest I think this rule is all relative to the kind of map you want to make. Nothing is really set in stone regarding this rule in particular. In some more modern maps it just doesn't make any sense to implement this - Miasma comes to mind. In Miasma there are all of these ledges with structures that you can never reach - obviously outside of the play-space and are meant for decoration only. Worldbuilding can be a great positive to maps.
I start to agree more with this rule when the map is more gameplay focused (basically all of my maps). If I put something somewhere in my map I think about some weird way you can get to it. I guess the earliest example for me is dimensions 03. The way you get to the first secret fight was me trying to make some weird experience for the player to add something maybe people didn't expect to the map.
When I tested magnolia map03 for ribbiks I was pretty adamant about being able to make it to the castle thing off in the distance (this ended up being the secret bsk? fight iirc). Magnolia map03 is such a gameplay focused map that I think it really makes sense to put a fight up there (I was also a bit salty about having another castle thing I couldn't get to - 20x7's map06's castle and sunder map05 upside down castle - I always wanted to see what was up with these structures in game). Admittingly I am still bummed that the fight in 20x7 map05 on that crazy looking structure where the beta's final fight took place was removed (can see it through the force-field in like the second room of the map).
Tbh I guess for me if it is a very detailed and moody map then I can go back and forth on it but I still will always want to be able to visit some cool structure in the distance no matter what. Gameplay oriented maps I think you are missing a golden oportunity to expand your map by not putting something in a cool looking area you made.
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Deleted
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Post by Deleted on Sept 25, 2023 1:04:14 GMT -5
Heh, not an absolute. Doom's physics are extremely limited, sometimes there are cool looking structures (especially elevated) you simply can't do anything with unless it's UDMF. Which is also why in maps "place that the player can see and reach" means a courtyard of some sort 99% of the times.
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SilverMiner
You're trying to say you like DOS better than me, right?
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Post by SilverMiner on Sept 25, 2023 4:16:05 GMT -5
having pickups scattered everywhere feels "unrealistic" anyway, unless they're on corpses and such, not that i'm against ammo/health starvation and fucking with uv maxers btw. doom is a fundamentally arcadey game with powerups and grading your completion at the end of each level, so i'm not expecting realism from it or even "doomcute". it's fine if the mapper wants their maps to have a sense of place tho Demons, who built or infested the rooms, use ammo as decorations, and weapons are highest tier. Health is to prolong doom guy's suffering.
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Post by thundercunt on Sept 28, 2023 15:38:37 GMT -5
Well, it depends. Hiding items in inaccessible places is kind of stupid and will achieve nothing but to frustrate players that wasted time trying to reach said items. But adding large areas that can't be accessed (without items of course) is a great way to make the player feel it is in an actual real place and not some maze/dungeon of sorts. For example, I think that the room with crucified corpses and blood that you can't enter is the coolest thing about E3M4.
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Post by dr_st on Sept 30, 2023 14:23:57 GMT -5
The potion on the top right in Prince of Persia 2 Level 10, is one example I remember where something unreachable adds to the immersion without endangering the experience. First - for someone experienced with the game mechanics (as you would be by the time you reach level 10), it is quite obviously out of reach, so you would not spend many frustrating moments trying to figure out a path to it. Second - it is not a very important item (merely a small potion restoring one life point, of which there are several other scattered around), so not very tempting to begin with. Finally - its location next to an exit from a concealed passage (again, one that the player will have no trouble figuring out is decorative only) creates a very tangible sense of a "bigger world" outside the narrow path taken by the main character.
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SilverMiner
You're trying to say you like DOS better than me, right?
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Post by SilverMiner on Sept 30, 2023 14:53:37 GMT -5
I've found Community Chest logo lol
And stole a candelaber
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