| View previous topic :: View next topic |
| How many maps shall a good mod have? |
| 60 |
|
20% |
[ 1 ] |
| 30 |
|
40% |
[ 2 ] |
| 21 |
|
20% |
[ 1 ] |
| 40 |
|
20% |
[ 1 ] |
|
| Total Votes : 5 |
|
| Author |
Message |
Schabbs Forums Admin

Joined: 13 Jan 2005 Posts: 116 Location: London, England.
|
Posted: Thu Oct 20, 2005 5:47 pm Post subject: |
|
|
It's good to see the mod is progressing well.
Re the number of levels question, I find about 30 seems about right. What is just as important though is the quality of them. 21 really good levels with time spent on them are better than 30 or 60 rushed levels. _________________ Brian. |
|
| Back to top |
|
 |
Dr. Chainsaw Corporal

Joined: 05 Sep 2005 Posts: 78 Location: Jolly old England
|
Posted: Thu Oct 20, 2005 6:48 pm Post subject: |
|
|
I voted for 21 levels, cause I get bored with 60 level sets, and Schabbs is right. _________________ Flymos rush in were chainsaws fear to tread
Wolf3dcastle forum;
http://www.1-2-free-forums.com/mf/wolf3dcastle.html |
|
| Back to top |
|
 |
Dr. Chainsaw Corporal

Joined: 05 Sep 2005 Posts: 78 Location: Jolly old England
|
Posted: Fri Oct 21, 2005 3:10 pm Post subject: |
|
|
Ok I take back what I said, wolfbel was cool with 60 levels.
I would like to see your style of levels though. _________________ Flymos rush in were chainsaws fear to tread
Wolf3dcastle forum;
http://www.1-2-free-forums.com/mf/wolf3dcastle.html |
|
| Back to top |
|
 |
ack Newbie
Joined: 21 Jan 2005 Posts: 16 Location: Canada
|
Posted: Sat Oct 22, 2005 4:01 pm Post subject: |
|
|
| I don't know if it really matters how many levels are in a mod. Since different people have different tastes, you can't please everybody all of the time. I know some people who hate 60-level sets and others who hate the little short 10-level sets. If your mod has a story line or theme, it may be best to look over your levels and see how many it takes to get the story told. Another thing to consider is the detail and time it takes to play through the maps. If your maps are extensive and/or include many secrets, people may not want to play a 60-level set, due to the sheer time frame it takes to finish a level and ultimately the whole game. Then there is redundancy. If you start using the same sets of textures repeatedly through a game or even the same tricks with guard placement or room structure, a game can get boring if it is too long. It is hard to make a 60-level set that has very unique levels, especially if one tries to be unique from one's own previous work or the work of others. I have always been a firm believer that mods should introduce its contents slowly as the levels progress. If you show people all the different kinds of guards, sprites and wall textures in the first few levels, then there is nothing to look forward to as the game progresses. Therefore, it makes sense to me that a mod should only be as long as the author can add new stuff to each map (which also includes matters of style and gameplay). It all comes down to balance and keeping quality over quantity. jmo |
|
| Back to top |
|
 |
Dr. Chainsaw Corporal

Joined: 05 Sep 2005 Posts: 78 Location: Jolly old England
|
Posted: Mon Oct 24, 2005 10:29 pm Post subject: |
|
|
I like the greyness in it. And that the doors and chaingun are silver. I know I sound stupid but it gives a good feel. _________________ Flymos rush in were chainsaws fear to tread
Wolf3dcastle forum;
http://www.1-2-free-forums.com/mf/wolf3dcastle.html |
|
| Back to top |
|
 |
|