cortlong50 wrote:you know what? i like seeing you support other peoples playstyles hahaha some people get so bent out of shape about that.
The great thing about creating maps for vanilla/Chocolate Doom, is that people can use whichever source port and whichever resource mods they like. As for play-styles, I particularly enjoy watching people blaze through maps (which is what the YouTube vide shows), which is so unlike my cautious play-style.
but what the HELL was up with map09!? hahaha dude that was a test of merit, holy shit. i play without map on UV and it was like being caned by a kung fu master.
"...caned by a kung fu master". Heh.
If you find the secrets, the map is much more manageable, even with a pistol start. And the secrets are, typically, quite easy to find. [Read the secrets.txt file.]
Rachael wrote:One thing you can do is put NoJump and NoCrouch in the
map's definition (use ZMAPINFO for port compatibility) - most Youtube content creators will respect that, unless they are intent on cheating. Anyone else can use sv_allowjump/sv_allowcrouch to override it if they really want to.
Eternity's
EMAPINFO (global MAPINFO lump) is not documented as supporting this feature but it's worth a try anyway.
I don't particularly want to
prevent players from jumping, unless it results in essential parts of the map being circumvented. Even then, it doesn't bother me (as long as players don't create a rant about how they got stuck in an area after they jumped in). As for not playing with pistol starts, I say: "whatever floats your boat, man"; the point was to stay somewhat close to the game-play intention of the original DooM2.