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Single Player Level Design Tips

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possibly

anyway, I just haven't had time to work on it. I mean, I've recently had like 20 assignments in just one class. Man was that a hard month. And, whenever I have time, I just play Maple Story, seeing as I can't make good maps or charcter wads. I can only sprite. So...yeah...I dunno if that explains a lot
 
* In indoor areas, add support beams, you won't notice them if they are there, but the level will seem too empty without them. :)
 
Shuffle said:
* In indoor areas, add support beams, you won't notice them if they are there, but the level will seem too empty without them. :)
On a related note, creating supports and other structural parts helps add to the realism of a stage by making it look like the structure has a chance of staying up. Despite the unrealism of Sonic the Hedgehog, having realistic areas does help a lot in making a level seem more believable.
 
And someday, when there's like, flying cars, and robots, and automated restauraunts, someone'll find the WAD, and play it on a super-duper-realistic awesome non-homing-ring-crash SRB2, and it'll be unplayable because the building keeps collapsing. Think about THAT.

Hey, it could happen. >_>
 
SRB2-Playah said:
And someday, when there's like, flying cars, and robots, and automated restauraunts, someone'll find the WAD, and play it on a super-duper-realistic awesome non-homing-ring-crash SRB2, and it'll be unplayable because the building keeps collapsing. Think about THAT.

Hey, it could happen. >_>

Yeah, with linedef executors :P
 
Forget lindef executors. This version would have... ACS scripting.

Now THAT would add a whole lot of freedom.
 
What's ACS Scripting?

Floodwater Forest won't have that problem, let me tell you. The mass of rushing water rushing through the things will make it fall, but you won't see it because you'll be dead before it happens... Oh, nevermind. I'm such a spoiler. :wink:
 
Come to think of it, "ACS Scripting" is probably a redundancy up there with "ATM Machine".

...but either way, it's a way to make your games deviate from the norm. You want cutscenes? It can handle cutscenes. Want enemies to spawn when you reach a certain area? It'll do that for ya, too. Want multiple switches to open a single door without using more than one sector? Yep. Make your own boss? Probably stretching it, but perhaps.

All you need to know is very basic programming skills (like, what an "if/else" statement is), and a listing of all the possible commands (most linedef executors, plus a few ACS-exclusive ones like writing text to the screen). But... I don't think SRB2 understands BEHAVIOR lumps yet.

And if they do, please correct me.
 
I'm not sure Legacy has ACS support. It has some "FraggleScript" thing instead...

Though, I think it does have Hexen/Heretic support, so... I dunno.
 
Yeah. SOC isn't scripting, it's a modification of the game's code, and even then mainly only a few variable changes for the Things.
 
Remember, SRB2 was based on the DOOM engine, that's why it has that online feature, and the match mode(originally in the old DOOM games)
 
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