Mikk- wrote:How can one gauge the "success" of a free mod for a 20+ year old game?
Well, have you ever heard of Caverns of Darkness?
Mikk- wrote:How can one gauge the "success" of a free mod for a 20+ year old game?
edward850 wrote:The only time you can't save is when you're dead in a singleplayer game with respawning mode disabled.
This.edward850 wrote:One was also added in the Turok re-release. Nobody complained about their immersion there either. (Mostly they just bitched about the price.)
It's important to remember that we add automaps typically because some people cannot properly correlate spatial awareness in a virtual 3D space, and can only navigate properly via a map of some kind. While it's all fine and good to say that you can navigate Eternity perfectly fine and solved its switch hunts with your eyes closed, some people have a hard enough time navigating E1M7 as it is and would be hopelessly lost without the automap. And it's not a generational problem, I've seen this with people consistently through the late 90's.
It's a user option through and through, not just some gameplay feature or weird Doom lore. To some people it's actually a necessity.
Vaecrius wrote:At worst the automap can be considered a cheat, and we certainly don't want to let modders disable those either!
edward850 wrote:Chl wrote:The way you are talking it almost seems to me that you think saving should be removed?
The exact opposite. Saved games must never be removed under any and all circumstances. The only time you can't save is when you're dead in a singleplayer game with respawning mode disabled. So if you don't want the player to save, kill them.
Incidentally this means that multiplayer actually has 0 restrictions on saving whenever you damn want.
JPL wrote:Kinda odd to see people being so hardline about what's basically a creative, subjective game design choice! I agree that for nearly all mods and levels, you want to have the classic automap, but there are some experiences that may be more challenging and/or interesting without it - if you've played the Thief games you'll remember they sometimes give you an incomplete or vague hand-drawn map to make exploration more tricky - and in those cases the designer should be able to specify that they'd prefer the automap be unavailable without cheating - obviously the menu options that say "ignore this silly designer preference, it's my game and I can enjoy it how I want" are important to have, both for players and during map development.
It's a bit like the flashlight in (non-BFG) Doom 3 - they intentionally wanted you to have to choose between having more situational awareness and having a weapon out. You have every right to disagree with that decision, and cheat or mod your way around it, and the game/engine should always make that possible! But it's fundamentally a creative decision. Honestly I suspect most people making conventional Doom-like experiences (~95% or more of Doom's user and dev base, let's say) want the automap exactly as-is but that doesn't make the people who want to try weirder stuff "wrong".
If the folks making the engine feel strongly about it that's probably that then :]
ibm5155 wrote:Just make some personal build, remove automap. Tadah
ibm5155 wrote:(Or, create an acs function for detecting when the player is using the automap (I know the function heh) and show a black hudmessage when the player is doing automap)
VGA wrote:Heh yeah, ZDoom allows for projects very different from Doom. Maybe the author wants to show an approximate/incomplete map (in the way of a static image). No rotation, no player marker, no gradually uncovering the map .... just a computer "printout" or a handdrawn map.
ibm5155 wrote:The only problem is with people that doesn't know how to program, they're gonna be limited to what zdoom/gzdoom/gloome/zandronum has to offer.
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