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What Is Wrong With Monster Design In The First Place??
Quote from Lunaran about Kiltron's D3SP map:

It still suffers from all of the things I see wrong with the monster design in the first place, however. No SP map can escape that without accompanying coding.

Do you mean D3 or any SP game, Lun??

Either way, what's the feedback from the floor - is monster design in most FPS games (or perhaps just D3) fundamentally flawed?? If so, why/how, and what could be done to improve it??

Bonus points if you manage to discuss something other than just "Improve AI".
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Well Tbh Ssg Gtg Bbw 
I think what Lunaran meant is what was written on his website: http://www.lunaran.com/news.php (In the same news update as Pissboat)
Quoted Relevant Bits:

Needless to say I'm not done with Doom3 yet, spending so much time in the Leaky City, but so far I'm bothered by the same stuff a lot of other people are.

Some of the combat is really cheap. The goal of level design is not to hurt the player however you can, id. It's to put the player in danger of being hurt. Survival should be up to the player's reflex and ability in avoiding that danger. When you leave spring-loaded monsters that cannot be dodged and hitscan enemies that do too much damage for their accuracy, you leave survival more up to luck of the draw. Even if you know all the little surprises and tricks they use in each little scene (especially the oh-so-lovely 'monster randomly shows up behind you while you're shooting something else' device this game beats to death) you still have to play it over and over, quickloading until you're satisfied with how much health you lost.

That, of course, will need to be fixed. When crafting the Byzantine project, I vow to never cheaply spawn enemies directly behind you and not make any noise or anything to announce it. I also vow that should an imp get too close and use its claws, your vision won't be thrown off by a whole fucking radian, just so you can, you know, actually still have a chance of killing it. Also, when they jump at you there will be a slight pause to recognize it, and if you sidestep in time they will jump past you. Remember fiends? Those guys were awesome.


So basically what I think he's getting at is whining that id in their maps used a lot of cheap tactics of having, say, imps lie prone just on the other side of a door so they could spring on you the instant that door slides open. Almost hopeless to avoid unless you crouch up to every door and throw a handgrenade under it and run away.
Lunaran is also a bit put off by the fact that imps can jump at all I recall reading somewhere, but I think it's kewl dud3 ^__^.
Although, I too am a little bit annoyed how insane the damage feedback is; Being nibbled by a trite will make your vision throw back 120� as if the player had some sort of vertical owl mutant neck.

...

In other news, the little test map I've been making for d3 already has a monster spawning behind you. Doom 3 makes baby jesus cry! 
Oh 
Either way, what's the feedback from the floor
!!! 
LOL 
Being nibbled by a trite will make your vision throw back 120� as if the player had some sort of vertical owl mutant neck.

"Vertical owl mutant neck", ROFLMAO!!!!! Funniest D3 quote so far =).

Too true though. The damage thing is mental, basically if you get hit once in close combat by something you're certain to get hit at least 3 times trying to recover your damn FOV from up your arse where it just got knocked. Kinda frustrating but also kinda appropriate, it get's rid of the easy "Oh I'm being torn limb from limb but can still casually aim my shotgun and blow the enemy's nads off" feel of most games.

In other news, the little test map I've been making for d3 already has a monster spawning behind you.

Well, that's YOUR own fault, silly mapper :P.


*******

P.S. If Lun's comments are solely about D3, feel free just to turn this into a discussion about D3 gameplay which could be pretty useful.

******
 
The Game... 
is supposed to be FUM!! That's why it's called a game, not a simulation. I think the quote from Lun mentioned above from:

http://www.lunaran.com/news.php

is quite appropriate. Many of the attack's were cheap shots. I kinda said it before in the Doom is gold thread. And I stand by what I said earlier.

As I see it, when the engine was limited (Quake), it took creativity to give the foreboding(sp) of trouble. You did recoil (fov wise) in Quake. But you did have a chance of recovering.

Now if you use flickering shadows, 5.1 sound, random soumds from hell, really dark corners and a really big fov change when you are hit faster than you can react (and your aim is thrown waaay off iregardless of the strength of the hit while your opponent is seemingly unaffected when you hit them BTW). It IS a cheap shot.

I can't beleve that id didn't test play this. I can beleive that id test played it and mostly ignored input from anyone who was not a hardcore FPS game player. (I am not btw)

That leads me to think that Doom 3 is nothing more than a marketing ploy for the engine itself. They totally ignored the SP player's with Q3 and I think it showed. Now they are trying to go back to their roots but missing the quality gameplay designer's.

It was well over a year after it was released before I bought Q3. Why? I was not interested in the MP game. I wanted the SP game. The MP game was supposed to be the gravy on the meat (as I saw it).

Doom 3 is (game playwise) not really different from Un-Real 2, Halo, hell even Dikatana. Open a door = get hit before you can react. Cheap shot. Cold Cocked.

Stop focusing on the pretty sparkly part's and re-focus on the gameplay!

(I cannot understand why the Q-Map old-timer's accept this piece of crap as "Ground Breaking" when they have made much better maps (play-wise) in the speed-mapping genre) 
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