Is it a good idea to release a one level mod? If the game is technically a continuation of RTCW and Wolfenstein 2009, I could see this actually being doable since a lot of the levels did not feature a lot of elevators. What do you people think? As a demo, I could see it working. The one level would feature at least six bosses and a lot of enemies. Is this good mod design? I would think improvement down the road would be needed. Would do you people think?
Is releasing a one level mod a good idea?
dunkelschwamm- Can I Play, Daddy?
- Number of posts : 37
Age : 32
Registration date : 2013-06-08
There is nothing in Wolfenstein (other than maximum level size and floor codes) that supports the necessity of moving between levels. I remember a couple rather decent mods from the early 2000's that were only one-three maps long.
If you intend to have a mod that really takes its time and is one map long, I imagine you'd need to find some ways to pace the level around the concept. For example:
*It might be best to have a level much larger than the original default size for Wolfenstein levels to fit an entire mod's content within. (This would also require additional floor codes to ensure that you don't start reusing floors, which would make enemies later in the level become alerted earlier on)
*You'd want to section off parts of the level that feel like key areas of progression. If the entire level feels samey it may be easy to get lost or feel like no progression is being made. A player wants to feel like they're seeing new stuff as a sign of progression.
*A non-linear approach may help with this: think Metroid or The Legend of Zelda. The player would know that different segments of the level exist, but can only access once they get a key from each boss (which would necessitate the programming of at least 5 keys if you're going to have 6 bosses).
*This isn't terribly different from making any level for Wolfenstein, but keep in mind that if you have the entire mod set in one level the player will be relying on the same batch of health and ammo laying around, so the level will definitely have to carry the amount of health and ammo that will be required for the entire mod's length.
*And finally, you'd likely want to resort to using a Wolfenstein sourceport that allows for the number of objects existing within a single level that will be required to make something like this work.
I think that just about any gimmick can work as long as you make sure that it works with the rest of the game. As long as you take into account what it means to have the entire game take place in one level, you should be able to design the game around it and make it fun.
It's a really interesting idea. I'm excited to see where you go with it.
If you intend to have a mod that really takes its time and is one map long, I imagine you'd need to find some ways to pace the level around the concept. For example:
*It might be best to have a level much larger than the original default size for Wolfenstein levels to fit an entire mod's content within. (This would also require additional floor codes to ensure that you don't start reusing floors, which would make enemies later in the level become alerted earlier on)
*You'd want to section off parts of the level that feel like key areas of progression. If the entire level feels samey it may be easy to get lost or feel like no progression is being made. A player wants to feel like they're seeing new stuff as a sign of progression.
*A non-linear approach may help with this: think Metroid or The Legend of Zelda. The player would know that different segments of the level exist, but can only access once they get a key from each boss (which would necessitate the programming of at least 5 keys if you're going to have 6 bosses).
*This isn't terribly different from making any level for Wolfenstein, but keep in mind that if you have the entire mod set in one level the player will be relying on the same batch of health and ammo laying around, so the level will definitely have to carry the amount of health and ammo that will be required for the entire mod's length.
*And finally, you'd likely want to resort to using a Wolfenstein sourceport that allows for the number of objects existing within a single level that will be required to make something like this work.
I think that just about any gimmick can work as long as you make sure that it works with the rest of the game. As long as you take into account what it means to have the entire game take place in one level, you should be able to design the game around it and make it fun.
It's a really interesting idea. I'm excited to see where you go with it.