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Article #94997

Re: New PWAD containing single player map & graphics for Doom 2 - 'Rienzi'

#94997
From: Volfie999
Date: Wed, 02 Dec 2009 03:27
47 lines
3918 bytes
On Nov 30, 1:19 pm, chrisbaz...@bigfoot.com wrote:
> I have made some changes to my 'Rienzi' WAD to make it more playable
> and less liable to run slowly or exceed static limits. (I failed in
> the latter goal - certain areas of the map still suffer from 'Hall of
> mirrors' in Jeffrey Doggett's source porthttp://jeffd.drobe.co.uk-
> probably too many visible segs.)
>
> Architecturally, the only obvious changes are that the BFG is now
> somewhat inaccessible (lowered by a switch) and I have redesigned the
> steps up to the cathedral's balconies (to block the line of sight
> between inside and outside). There is also a new secret sector which
> is intended to give cowardly players a nasty surprise, and I have
> fixed a misaligned texture near the exit switch.
>
> After trying various node builders, I settled on Marc Rousseau's
> ZenNode. It seems to produce the best overall results, but only when
> using the '-n2' option ('Minimize BSP depth'). The default algorithm
> ('-n1') produces a massive glitch in the volcano crater! Colin Reed
> and Lee Killough's BSP and Randy Heit's ZDBSP produce minor glitches
> in different places (vertical columns of pixels filled with unbounded
> floor/ceiling texture). I find fiddling around with node builders and
> verifying that they produce acceptable results for the whole level to
> be the most frustrating aspect of WAD design!
>
> Despite feedback that the level was too easy, I have actually made it
> slightly easier so that my brother and others who aren't Doom gods can
> enjoy playing (I kept dying despite knowing what was coming). There
> are 70 additional health points and I have redistributed both health
> and ammunition bonuses to avoid unduly penalising certain route
> decisions. There are fewer revenants on all skill levels (being
> attacked by five on a precipitous staircase with no cover was just
> silly). I also got rid of the lost souls in the volcano crater because
> being obstructed or attacked by monsters far above or below is grossly
> unfair!
>
> The ratio of monster hitpoints to maximum ammo damage has been reduced
> on all skill levels (from 0.504 to 0.483 on 'Ultra-violence').
> However, ammunition is still fairly limited and I sometimes find
> myself hacking my way to the exit switch with the chainsaw! I suppose
> what is a sensible ratio depends partly on the level design: The
> player is more likely to waste ammo fighting at long range;
> conversely, monster placement which tends to promote in-fighting would
> save ammo.
>
> Any more feedback welcome, as always:http://starfighter.acornarcade.com/...doom.htm#rienzi

Does the above link not work for anyone else?  Or just me?
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From: Volfie999 <mooseboyskip@hotmail.com>
Newsgroups: alt.games.doom
Subject: Re: New PWAD containing single player map & graphics for Doom 2 -  'Rienzi'
Date: Tue, 1 Dec 2009 19:27:38 -0800 (PST)
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