Pixel-Voxel
i don't remember this
So I made my first trek into making levels as well as using Doom Builder. I hit what was essentially a brick wall in terms of virtually everything.
First problem: it's hard to make a level flow like a Sonic game should. At least, in terms of what Robo Blast 2 is trying to emulate: the Classic games. I tried making multiple pathways with just a single sector and a giant pillar showed up. So, I just merged all of the pathways. I probably should have made another thok barrier or something, but I didn't. So, I ended up with a large, open space.
Second: Z offsets. For some reason, the version of Doom Builder I downloaded doesn't let me offset the Z axis of anything. I'm not sure if I'm using the wrong config file or something, but I couldn't get anything placed of FOFs because it didn't have the Z axis option.
Third: it's hard to keep a level interesting. I made the general layout and began to try to spice it up a bit. I did a run through with just the layout first and it was over in 12 seconds. I tried making the level bigger and it didn't improve at all. I eventually decided this was because the level was empty, so I added some Things and a staircase. However, the level was still too open, the decorations weren't very interesting, and I couldn't make the staircase hide anything because you could just walk around it.
I wanted to hide a super ring box behind the staircase, but between the ability to walk around it and the enemies behind it, the box was just pointless.
Fourth, the camera gets stuck on everything. I didn't want to make a huge barren level, but it was getting too cramped and the camera would get stuck. That also leads into a fracunit just being too small. Areas I thought looked rather large were just plain tiny in testing.
I know it's my first try at all of this, but this process was rather tiring. All I need to know is A) how would I go about separating pathways (creating a wall in between the two) and B) what config file/version of Doom Builder is necessary for getting Z offsets.
I'm tired...
First problem: it's hard to make a level flow like a Sonic game should. At least, in terms of what Robo Blast 2 is trying to emulate: the Classic games. I tried making multiple pathways with just a single sector and a giant pillar showed up. So, I just merged all of the pathways. I probably should have made another thok barrier or something, but I didn't. So, I ended up with a large, open space.
Second: Z offsets. For some reason, the version of Doom Builder I downloaded doesn't let me offset the Z axis of anything. I'm not sure if I'm using the wrong config file or something, but I couldn't get anything placed of FOFs because it didn't have the Z axis option.
Third: it's hard to keep a level interesting. I made the general layout and began to try to spice it up a bit. I did a run through with just the layout first and it was over in 12 seconds. I tried making the level bigger and it didn't improve at all. I eventually decided this was because the level was empty, so I added some Things and a staircase. However, the level was still too open, the decorations weren't very interesting, and I couldn't make the staircase hide anything because you could just walk around it.
I wanted to hide a super ring box behind the staircase, but between the ability to walk around it and the enemies behind it, the box was just pointless.
Fourth, the camera gets stuck on everything. I didn't want to make a huge barren level, but it was getting too cramped and the camera would get stuck. That also leads into a fracunit just being too small. Areas I thought looked rather large were just plain tiny in testing.
I know it's my first try at all of this, but this process was rather tiring. All I need to know is A) how would I go about separating pathways (creating a wall in between the two) and B) what config file/version of Doom Builder is necessary for getting Z offsets.
I'm tired...