freedoom / freedoom

Freedoom is an entirely free software game based on the Doom engine.
https://freedoom.github.io/
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Should Phase 1 receive more "special" secret maps? #1407

Open Tiramisu100 opened 1 month ago

Tiramisu100 commented 1 month ago

This is less of an issue and more of a topic for discussion. I personally always disliked how Phase 1's secret maps were just kind of regular maps, which makes finding them less rewarding than it could be.

Potential replacements for the secret maps could be short levels focused on one aspect each, f.eg. platforming, puzzles and a single big fight (with more monsters than seen anywhere else in the game).

SenhorFlibble commented 1 month ago

Since you're proposing a review of the lore too, what do you think, generally, of potentially overhauling the general design of Phase 1 maps? (just putting aside the practical aspect of it being a lot of work for whoever will be willing to do that)

So far, Freed∞m has been more or less following vanilla Doom's general design lines, with E1 being techbase, E2 slowly changing to castle-like locations (ruins in the latest revisions) and E3 being a hell-like place. However, there are no theoretical limitations to actually changing the setting within a single episode as well, especially since the project can incorporate, and has already done so, many more textures outside the original vanilla-style set.

I've always been a fan of FPS games where the levels provide solid visual storytelling (like many of the Build engine titles, Star Wars: Dark Forces, etc.), which can be found in some very good Doom TCs and mapsets, but is not really a huge feature of the vanilla game. Revae's REKKR is one excellent example of this being done within the limits of The Ultimate Doom. However, for now I'm not sure if this should be a goal of Freed∞m, although previously I've argued for this approach in the forums.

As far as I can tell, the current Phase 1 mapset comprises several "layers" of material, with some maps dating back to the very early stages of the project where the design was basically very much influenced by the vanilla style and even some of the exact tropes from those maps, while other maps are newer and trying to do something else, with varying degree of success. Again, I'm not sure how the storyline would accommodate a more visible change of scenery between levels -- but even in the setting of a remote outpost on a distant planet, one could imagine various locations that look different enough, like some kind of tech facilities, labs, living quarters, storehouses and maybe an archaeological dig. Hey, even the original Chex Quest provided a good variety of themes between levels, and all within a five-map episode built off vanilla Doom.

Anyways, I certainly like your idea of the secret maps being something more special. In fact, why not make a reference to some other Doom community project in at least one map (and use appropriate textures for it)? That would certainly be fun I guess.

Tiramisu100 commented 2 weeks ago

Since you're proposing a review of the lore too, what do you think, generally, of potentially overhauling the general design of Phase 1 maps? (just putting aside the practical aspect of it being a lot of work for whoever will be willing to do that)

I have my own set of issues with Phase 1 maps (mostly to do with a lot of them being too long and grindy), but overall I think keeping the maps closer to classic vanilla-style in layout and texturing is a good thing because it provides to new players an experience closer to the original game. And while it's possible to introduce more complex themes into the mix while still keeping close to vanilla-style, I feel like it's not that pressing of an issue right now. I would rather see the current maps trimmed down and embellished a bit, with some of the weaker ones gradually replaced by more thematically strong entries.

Anyways, I certainly like your idea of the secret maps being something more special. In fact, why not make a reference to some other Doom community project in at least one map (and use appropriate textures for it)? That would certainly be fun I guess.

If there is an appropriate project to reference then sure, but new players will not be familiar with those so I would rather use the map slots to explore the world-building in a way normal stages would not allow for (f.eg. like that concept map I made for E2 where Karl falls into a dark buried ruin section and has to puzzle-solve his way out).

SenhorFlibble commented 1 week ago

I have my own set of issues with Phase 1 maps (mostly to do with a lot of them being too long and grindy), but overall I think keeping the maps closer to classic vanilla-style in layout and texturing is a good thing because it provides to new players an experience closer to the original game. And while it's possible to introduce more complex themes into the mix while still keeping close to vanilla-style, I feel like it's not that pressing of an issue right now. I would rather see the current maps trimmed down and embellished a bit, with some of the weaker ones gradually replaced by more thematically strong entries.

I suppose you're right. It'd be interesting to see maps with vanilla textures that would remain within vanilla limits but still feel more original, rather than just recycling vanilla Doom tropes though.

I do like some of the changes on the old maps, like E1M2 and E1M3, which add detail without breaking the layout.