by ReX » Thu Nov 01, 2012 7:12 am
I, too, have become accustomed to having the freedom to jump in a game. And, unless the author specifically states that jumping should not be used (or it's for vanilla DooM), I will jump. On occasion I will discover that there are areas not intended to be jumped upon or into. In that case I simply go back to a savegame or NOCLIP out and resume the game. Unless the map is so shittily designed that I constantly get stuck or break the gameplay, I rarely rage against the author for not stating that jumping is not allowed.
My map-making preference in ZDooM is to always allow jumping, and design the map carefully so that the player can only jump to "allowed" areas, and not get stuck inadvertently because of jumping. If the map is intended to be "realistic", I will make sure that constructs such as fences, bridges, windows, etc. are built accordingly. For example, if a player should not be allowed to jump off a bridge, a set of railings can be created that is too high (e.g., 64 units) to jump over, and is spaced to prevent crawling under (e.g., 24 units). If a player is not meant to jump through a window, it will have "glass" or bars, or will be too narrow to pass through. [Making a linedef on the window impassable would detract from the "realistic" aspect of the game, in this case.]
My map-making preference in vanilla DooM is to design the map so that a player that is using jump will not be able to circumvent the intended progression or accidentally get stuck because of jumping. Somethimes this means using impassable linedefs, and at other times creating other barriers.
I, too, have become accustomed to having the freedom to jump in a game. And, unless the author specifically states that jumping should not be used (or it's for vanilla DooM), I will jump. On occasion I will discover that there are areas not intended to be jumped upon or into. In that case I simply go back to a savegame or NOCLIP out and resume the game. Unless the map is so shittily designed that I constantly get stuck or break the gameplay, I rarely rage against the author for not stating that jumping is not allowed.
My map-making preference in ZDooM is to always allow jumping, and design the map carefully so that the player can only jump to "allowed" areas, and not get stuck inadvertently because of jumping. If the map is intended to be "realistic", I will make sure that constructs such as fences, bridges, windows, etc. are built accordingly. For example, if a player should not be allowed to jump off a bridge, a set of railings can be created that is too high (e.g., 64 units) to jump over, and is spaced to prevent crawling under (e.g., 24 units). If a player is not meant to jump through a window, it will have "glass" or bars, or will be too narrow to pass through. [Making a linedef on the window impassable would detract from the "realistic" aspect of the game, in this case.]
My map-making preference in vanilla DooM is to design the map so that a player that is using jump will not be able to circumvent the intended progression or accidentally get stuck because of jumping. Somethimes this means using impassable linedefs, and at other times creating other barriers.