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Come up with some standards for FreeDM's levels #14

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fragglet opened this Issue Jan 2, 2014 · 8 comments

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fragglet commented Jan 2, 2014

It would be good to have more consistency across FreeDM's levels. For example:

  • Some levels have weapons but no ammo or other power-ups, while others look like an ammo truck exploded
  • The way to exit the level is inconsistent. I suggest mandating that all levels have an exit switch in a separate room with an exit sign, with a door to the room using the standard "exit door" texture.
  • Some levels have the hanging "FDM" flags and the big "FreeDM" billboards with the website URL, but others don't. Do we really want to keep these? It seems cheesy. If we do want to keep them, we should at least be consistent and put them in all the levels.
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Catoptromancy Jan 6, 2014

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Exits will definitely be standardized to two styles. Obvious exit door with switch and non obvious switch will have small exit sign placed very close.

Many maps should be swapped around. Competition maps should be first in wad.

Undecided about the banners and logo. Would like at least one, but much better logo/banner. They should also be used very sparingly.

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Catoptromancy commented Jan 6, 2014

Exits will definitely be standardized to two styles. Obvious exit door with switch and non obvious switch will have small exit sign placed very close.

Many maps should be swapped around. Competition maps should be first in wad.

Undecided about the banners and logo. Would like at least one, but much better logo/banner. They should also be used very sparingly.

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fragglet Jan 10, 2014

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Personally I'd rather see it standardized on one exit style for consistency. It shouldn't be too hard to add an exit door somewhere.

If competition maps should be first, what are the other deathmatch styles we're including?

If we can come up with a decent billboard image then maybe we can keep them, but if we can't I'd rather just ditch them completely. I agree about using these sparingly: there's one level (I forget which) that is draped in FDM banners everywhere.

Maybe we could come up with a distinctive logo for the project - then we could use it on the title screen and the billboards.

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fragglet commented Jan 10, 2014

Personally I'd rather see it standardized on one exit style for consistency. It shouldn't be too hard to add an exit door somewhere.

If competition maps should be first, what are the other deathmatch styles we're including?

If we can come up with a decent billboard image then maybe we can keep them, but if we can't I'd rather just ditch them completely. I agree about using these sparingly: there's one level (I forget which) that is draped in FDM banners everywhere.

Maybe we could come up with a distinctive logo for the project - then we could use it on the title screen and the billboards.

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fragglet Jan 12, 2014

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As of affe9b5, FreeDM has a "logo" - though it's just a bastardization of the normal Freedoom logo shown on the title screen and doesn't look very good. I'm going to start a forums thread to see if anyone can come up with something better.

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fragglet commented Jan 12, 2014

As of affe9b5, FreeDM has a "logo" - though it's just a bastardization of the normal Freedoom logo shown on the title screen and doesn't look very good. I'm going to start a forums thread to see if anyone can come up with something better.

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fragglet Feb 15, 2014

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I played through all the levels we currently have and took notes. Below is my idea for how the levels ought to be ordered, though I don't want to do any reordering yet until a bunch of the current bugs are fixed (will confuse updates/bug descriptions).

; DWANGO5 clone as MAP01 just because it's such a popular map

dm01

; Tournament maps, for compact 1:1 play. These are levels where
; it's probably uncomfortable if there are more than two players.

dm03
dm20
dm23
dm12
dm06

; Compact tournament levels that are large enough to accomodate
; extra players.

dm10
dm13
dm08
dm31
dm22
dm11
dm26
dm27
dm19

; Big levels that can be considered "tournament" but can easily
; accomodate extra players

dm14
dm25
dm24
dm21

; Large levels that are probably ideally 3+ players but have a
; main arena that lets them be used as tournament in a pinch

dm02
dm15
dm18
dm05
dm07
dm09
dm30

; Other large levels, 3+ players only

dm04
dm29
dm28
dm33
dm32

; Huge maps, probably 4+ players

dm16
dm17

; Secret...

dm34

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fragglet commented Feb 15, 2014

I played through all the levels we currently have and took notes. Below is my idea for how the levels ought to be ordered, though I don't want to do any reordering yet until a bunch of the current bugs are fixed (will confuse updates/bug descriptions).

; DWANGO5 clone as MAP01 just because it's such a popular map

dm01

; Tournament maps, for compact 1:1 play. These are levels where
; it's probably uncomfortable if there are more than two players.

dm03
dm20
dm23
dm12
dm06

; Compact tournament levels that are large enough to accomodate
; extra players.

dm10
dm13
dm08
dm31
dm22
dm11
dm26
dm27
dm19

; Big levels that can be considered "tournament" but can easily
; accomodate extra players

dm14
dm25
dm24
dm21

; Large levels that are probably ideally 3+ players but have a
; main arena that lets them be used as tournament in a pinch

dm02
dm15
dm18
dm05
dm07
dm09
dm30

; Other large levels, 3+ players only

dm04
dm29
dm28
dm33
dm32

; Huge maps, probably 4+ players

dm16
dm17

; Secret...

dm34

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fragglet Feb 16, 2014

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Cato's comments from IRC earlier:

23:51 < Catoptromancy> thats a bit complex
23:51 < fraggle> how so
23:51 < Catoptromancy> duel and dm are basically only catagories
23:52 < Catoptromancy> 4 players on a small 2v2 is just fast paced
23:52 < Catoptromancy> err 1v1
23:54 < Catoptromancy> duel, duel or dm, and dm
23:54 < Catoptromancy> sounds fair enough without having so many catagories
23:54 < Catoptromancy> not sure about sorting maps in wad by map size either
23:55 < Catoptromancy> first 3-5 maps should be the very best
23:55 < Catoptromancy> gameplay wise
00:04 < Catoptromancy> ahhh
00:04 < Catoptromancy> also
00:04 < Catoptromancy> vanilla freedm is 4 player DM
00:04 < Catoptromancy> or duel
00:06 < Catoptromancy> there can be somewhat large 4 player DMs
00:06 < Catoptromancy> so far no map is that big

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fragglet commented Feb 16, 2014

Cato's comments from IRC earlier:

23:51 < Catoptromancy> thats a bit complex
23:51 < fraggle> how so
23:51 < Catoptromancy> duel and dm are basically only catagories
23:52 < Catoptromancy> 4 players on a small 2v2 is just fast paced
23:52 < Catoptromancy> err 1v1
23:54 < Catoptromancy> duel, duel or dm, and dm
23:54 < Catoptromancy> sounds fair enough without having so many catagories
23:54 < Catoptromancy> not sure about sorting maps in wad by map size either
23:55 < Catoptromancy> first 3-5 maps should be the very best
23:55 < Catoptromancy> gameplay wise
00:04 < Catoptromancy> ahhh
00:04 < Catoptromancy> also
00:04 < Catoptromancy> vanilla freedm is 4 player DM
00:04 < Catoptromancy> or duel
00:06 < Catoptromancy> there can be somewhat large 4 player DMs
00:06 < Catoptromancy> so far no map is that big

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Some more data: abridged comments by Protox about playtesting FreeDM's levels:

dm01: people like this, i think of is because of the dwango stile
dm02: people dislike, because i ruined the game whit spam, i take plasma and rocket launcher so i spamed on wallway, i win 25 to 8 7 and 2. SPAM MAP DM02
dm03 was average, but is so much hard to play, everytime you get a rocket in face, rocket launcher is the most fighted weapon there
dm04: has a fun gameplay, i get 2 frags whit beserk there. is a simple and fun map
dm07: i skiped this map, because was 1 x 1
dm08: this map seen to be a copy of greenwar map, but people like
dm09: is not a realy fun map on my opinion but we played
dm10: we played it but is a hardcore map on 4 players, rockets and ssg and you can't ever spawn safe from geting killed in half second
dm11: i skiped it, i dont like, is a much spamable map - get plasma ans teleport when shot you make a wall of plasma killing everyone that spawn on the middle of map
dm13: played, but the players dont try to get plasma in this map. is only open door and pick but they dont pick, maybe plasma is not usefull in this map
dm14: played and this map the player like a bit
dm15: played, but i intentionaly changed to team dm there. look like a fort wars: wood vs metal. red 3 x 2 blue, this map is most good to teamdm
dm16: i skiped was not done when played it
dm17: i dont like but the players played fine, only dont like of this map... i dont like because sky is much visible in corners of map
dm18: we played but the players dont find the secret to megasphere
dm20: not played too because was too small. oh zandornum got a error sector 32 has no lines: maybe bsp failed on build of this map
dm22: played and we get a good game teleport help a lot traveling around map
dm23: i was afk lol sorry. they played 3 players game
dm24: played, that become a realy rocket spam arena, rockets flying to everywhere
dm25: i left the server but 4 players still playing
dm26: not played well i dont need ever to say why
dm27: played but some players dislike some times windows block player of move and they get stuck
dm33: people like but there's 2 bug in this map but i have already fixed it
dm34: was the perfect map :D we played this map twice, people told me to vote back to the map; anyway is only a simple wolf style map

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fragglet commented Feb 21, 2014

Some more data: abridged comments by Protox about playtesting FreeDM's levels:

dm01: people like this, i think of is because of the dwango stile
dm02: people dislike, because i ruined the game whit spam, i take plasma and rocket launcher so i spamed on wallway, i win 25 to 8 7 and 2. SPAM MAP DM02
dm03 was average, but is so much hard to play, everytime you get a rocket in face, rocket launcher is the most fighted weapon there
dm04: has a fun gameplay, i get 2 frags whit beserk there. is a simple and fun map
dm07: i skiped this map, because was 1 x 1
dm08: this map seen to be a copy of greenwar map, but people like
dm09: is not a realy fun map on my opinion but we played
dm10: we played it but is a hardcore map on 4 players, rockets and ssg and you can't ever spawn safe from geting killed in half second
dm11: i skiped it, i dont like, is a much spamable map - get plasma ans teleport when shot you make a wall of plasma killing everyone that spawn on the middle of map
dm13: played, but the players dont try to get plasma in this map. is only open door and pick but they dont pick, maybe plasma is not usefull in this map
dm14: played and this map the player like a bit
dm15: played, but i intentionaly changed to team dm there. look like a fort wars: wood vs metal. red 3 x 2 blue, this map is most good to teamdm
dm16: i skiped was not done when played it
dm17: i dont like but the players played fine, only dont like of this map... i dont like because sky is much visible in corners of map
dm18: we played but the players dont find the secret to megasphere
dm20: not played too because was too small. oh zandornum got a error sector 32 has no lines: maybe bsp failed on build of this map
dm22: played and we get a good game teleport help a lot traveling around map
dm23: i was afk lol sorry. they played 3 players game
dm24: played, that become a realy rocket spam arena, rockets flying to everywhere
dm25: i left the server but 4 players still playing
dm26: not played well i dont need ever to say why
dm27: played but some players dislike some times windows block player of move and they get stuck
dm33: people like but there's 2 bug in this map but i have already fixed it
dm34: was the perfect map :D we played this map twice, people told me to vote back to the map; anyway is only a simple wolf style map

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Catoptromancy Oct 11, 2014

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No more fake doors or much fewer fake doors. They are so annoying.

No random raising/lower lifts with powerups/weapons on them. They are a flow stopper and change strategy.

The huge billboard should only be in a few maps. A 64x64 or even 32x64 texture with a FreeDM logo would be cool as well for exit rooms.

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Catoptromancy commented Oct 11, 2014

No more fake doors or much fewer fake doors. They are so annoying.

No random raising/lower lifts with powerups/weapons on them. They are a flow stopper and change strategy.

The huge billboard should only be in a few maps. A 64x64 or even 32x64 texture with a FreeDM logo would be cool as well for exit rooms.

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Proluiz Oct 17, 2016

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"No random raising/lower lifts with powerups/weapons on them. They are a flow stopper and change strategy."

i like the change of strategy also i see no poblem in them, few dm wad use this too. (but for plasma/bfg/soulsphere)

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Proluiz commented Oct 17, 2016

"No random raising/lower lifts with powerups/weapons on them. They are a flow stopper and change strategy."

i like the change of strategy also i see no poblem in them, few dm wad use this too. (but for plasma/bfg/soulsphere)

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