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Come up with some standards for FreeDM's levels #14
It would be good to have more consistency across FreeDM's levels. For example:
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.
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.
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
; Tournament maps, for compact 1:1 play. These are levels where
; Compact tournament levels that are large enough to accomodate
; Big levels that can be considered "tournament" but can easily
; Large levels that are probably ideally 3+ players but have a
; Other large levels, 3+ players only
; Huge maps, probably 4+ players
Cato's comments from IRC earlier:
23:51 < Catoptromancy> thats a bit complex
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
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.