How do you think this turned out? I think it's quite very solid (through Level 9), at least a 'very good' score, but nonetheless I'm interested in what all others think.
Last edited by WolfForever on Sun Feb 03, 2013 10:38 am; edited 1 time in total
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ack wrote:II was hoping people would experiment more with the added features. I know I tired (and THANK YOU to Andy for getting my level to work and to Ariel for testing it on IADI when I couldn't), but I found a lot of the levels were very straight forward in their design. Not necessarily a bad thing, but when a lot of people take the same approach to level design the community starts to stagnate.
This poll doesn't ask for a comparison with the original.
My level is probably THE most guilty of them all. Pure vanilla mapping is what I do best. I doubt any other entry is conservative to such an extent. And contraty to Ron's level, mine wasn't originally intended to be different, it was actually a vanilla map (not some Trilogy Revisited reject though - a very recent one) modified slightly to fit into the game. Interesting how you still say you're going to remember it despite all that.ack wrote:I was hoping people would experiment more with the added features. I know I tired (and THANK YOU to Andy for getting my level to work and to Ariel for testing it on IADI when I couldn't), but I found a lot of the levels were very straight forward in their design. Not necessarily a bad thing, but when a lot of people take the same approach to level design the community starts to stagnate.
ronwolf1705 wrote:ack wrote:II was hoping people would experiment more with the added features. I know I tired (and THANK YOU to Andy for getting my level to work and to Ariel for testing it on IADI when I couldn't), but I found a lot of the levels were very straight forward in their design. Not necessarily a bad thing, but when a lot of people take the same approach to level design the community starts to stagnate.
I personally feel my level suffers from this as well, too straight forward. My original concept was better, but I couldn't get it to work. Originally I envisioned it as a constantly moving level, with mutants constantly pushing walls and blocking your path, the room constantly being altered. It didn't work that well in reality because of floor codes, seperate mutants not being able to move pushwalls at the same time and such. And there was a deadline. So to me my end level feels a bit like a watered down version of my original concept.
serpens wrote:My level is probably THE most guilty of them all. Pure vanilla mapping is what I do best. I doubt any other entry is conservative to such an extent. And contraty to Ron's level, mine wasn't originally intended to be different, it was actually a vanilla map (not some Trilogy Revisited reject though - a very recent one) modified slightly to fit into the game. Interesting how you still say you're going to remember it despite all that.ack wrote:I was hoping people would experiment more with the added features. I know I tired (and THANK YOU to Andy for getting my level to work and to Ariel for testing it on IADI when I couldn't), but I found a lot of the levels were very straight forward in their design. Not necessarily a bad thing, but when a lot of people take the same approach to level design the community starts to stagnate.
Thomas wrote:I did my best to let go of my original intentions here and decided to do it full-scale Bucksnort style. Lots of mutants, tightly-knit rooms, an outdoor atmosphere anno 2000 and so forth.
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