DTWID: Project is done, check the release thread (original) (raw)
Thanks for the clarification Printz. I'm sure there's all sorts of false assumptions and statements throughout this thread that if one of the makers of the game would happen to stumble upon this thread they'd notice and maybe point out. :p
Great to see you're so inspired Mr. Chris! Looks really good.
I like screenshot two Bunnebunga: looks like a rather novel area that you might have encountered in the original Doom.
About E4: I didn't want to do E4 in the beginning of this project because I didn't want to take away from people making maps for the episodes I was most interested in--the episodes with the most interesting environments and settings and texturing--since I was concerned that there wouldn't be enough contributions. That concern appears to be no longer valid. The other reason was that episode 4 came quite some time later and wasn't made as part of the original game. If enough people express interest in an Episode 4, I'd be open to having it be a stand alone episode that we could release after the original 3 episodes are done to keep with the authentic feel of the project.
For my own feeling, though, if we were to do an episode 4, I would be less concerned with adhering to the exact look of those levels: I find the monochromatic texturing per level that dominates the episode to be less interesting than the look of the other episodes. But that's just me.
EDIT: About Sheol's Spiraling Descent. As far as a concept for a level, this one seems like a pretty classic concept, yet there aren't too many levels that descend. Does anyone want to attempt this? To me it seems like it would be a late level in the episode. I have some ideas for it, but my mapping skills are rather sub-par. I think a hell level that is a progressive descent could be pretty neat if done well.
The idea that sort of popped into my mind after John mentioned the name was a series of smallish room/areas that the player drops down into; similar in size to the room in House of Pain with the two crushers and the invuln/chaingun in them. Maybe about 10 drop down areas with some other areas (many secret) branching off the drop-in rooms. So essentially a rather linear level. Each room you drop down into would be a different hellish texturing motif: snake floor/SPHOT or skintek, wood theme, gstone theme, cement/red-flat,, maybe brown96 with some skincut stuck on the walls... Each time you drop in, you are greeted by a nasty barrage of beasties. Not sure how the level would end, tho.
One more thing about difficulty: one way one could justify higher level of difficulty is that the reason the lost level(s) didn't make it into the final release is because id decided it was too hard. Anyway, just an idea. Seems to me a level with a description of "pure hellish experience" could be justified as being a little harder, anyway.