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>> No.7081353 [View]
File: 2.94 MB, 640x360, Base Profile 2020.11.09 - 19.30.56.19.DVR.mp4.webm [View same] [iqdb] [saucenao] [google]
7081353

>>7081239
>>7081242
The trouble so far with almost all the maps made specifically for HD is that they've been made by people with a poor understanding of what's fun in HD, so they usually end up involving a lot of walking and sniping across vast open spaces instead of the wild action movie shootouts in close-quarters that the game is way better for. I think the better approach is to make maps designed for Doom, but with considerations for HD. Avoid locked arena battles, treat Archviles like minibosses, don't make the player fall huge distances and then immediately thrust combat on them at the bottom, don't put zombies behind midtextures. Be mindful of your usage of decorative corpses because they're not decorative at all in HD. Go easy on the explosive barrels. Generally take it easy on ambushes, whether on the other side of a teleporter, traditional monster closets, or especially instant-raise floors. Berserk only lasts two minutes and isn't even guaranteed on the vanilla spawn, so don't provide it just once and then expect it to be used throughout the map.

It's not hard to make maps that play well with HD - Kuchitsu and Diabolus Ex weren't even made with it in mind at all, yet they've both ended up as prime examples of how to do it right. You'll get a pretty fun result if you just make vanilla-style maps that aren't targeted at the 2020 Doom gods.

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