Rachael wrote: ↑Tue Apr 18, 2017 15:26I think the big question is how much time you're willing to spend time on such maps.
It's not just the amount of time I have available, or even my level of interest. It's really about my mapping process, which is painstakingly slow and methodical (even tedious). Therefore, I foresee that it will take me several months to produce even a single map.
.... keeping consistency would probably be helpful (otherwise, anyone else would probably be stuck doing a lot of copy-paste to keep the theme consistent).
Consistency is not necessarily crucial. If these are intended to be in the bonus map category, they don't have to look like Half-life areas - Maps 22 & 23 are perfect examples. An exception would be the inclusion of another secret map in
Paranoid or
Paranoiac, which would likely need to have a consistent look.
... introducing new secrets and new weapons probably would be enticing. There's still plenty of Half-Life universe weapons that have not been explored in this mod that have huge potential.
I had already considered the inclusion of the crossbow, Gluon Gun, and Hornet Gun into the
Paranoid maps, perhaps in secret areas. But the development of new weapons (grenade, Tau Cannon, etc.) would be a huge pot-sweetener.
Graf had made a suggestion several years ago. He had suggested creating maps where players use the original DooM weapons against Half-Life enemies. This would also be worth considering. In fact, I had briefly contemplated a map with DooM textures and weapons, but Half-Life enemies. This, too, will allow other Team members to use their own style to develop maps.
However, we also have to be careful not to upset the balance of the mod too much with such secrets; making it a little easier is okay, making it trivial would definitely be overkill and may kill the enjoyment of the mod. We never want to put the player in a position where they decide they "have" to go and get these secret weapons.
Agreed. Of course, this means re-thinking the original maps, and figuring out how to keep everything balanced.
Having side-paths that are not on the main storyline does help a huge bit, though.
Again, this will require some re-thinking of the originals.
[quote=Rachael post_id=64632 time=1492525599 user_id=301]I think the big question is how much time you're willing to spend time on such maps.[/quote]
It's not just the amount of time I have available, or even my level of interest. It's really about my mapping process, which is painstakingly slow and methodical (even tedious). Therefore, I foresee that it will take me several months to produce even a single map.
[quote].... keeping consistency would probably be helpful (otherwise, anyone else would probably be stuck doing a lot of copy-paste to keep the theme consistent).[/quote]
Consistency is not necessarily crucial. If these are intended to be in the bonus map category, they don't have to look like Half-life areas - Maps 22 & 23 are perfect examples. An exception would be the inclusion of another secret map in [i]Paranoid[/i] or [i]Paranoiac[/i], which would likely need to have a consistent look.
[quote]... introducing new secrets and new weapons probably would be enticing. There's still plenty of Half-Life universe weapons that have not been explored in this mod that have huge potential.[/quote]
I had already considered the inclusion of the crossbow, Gluon Gun, and Hornet Gun into the [i]Paranoid[/i] maps, perhaps in secret areas. But the development of new weapons (grenade, Tau Cannon, etc.) would be a huge pot-sweetener.
Graf had made a suggestion several years ago. He had suggested creating maps where players use the original DooM weapons against Half-Life enemies. This would also be worth considering. In fact, I had briefly contemplated a map with DooM textures and weapons, but Half-Life enemies. This, too, will allow other Team members to use their own style to develop maps.
[quote]However, we also have to be careful not to upset the balance of the mod too much with such secrets; making it a little easier is okay, making it trivial would definitely be overkill and may kill the enjoyment of the mod. We never want to put the player in a position where they decide they "have" to go and get these secret weapons.[/quote]
Agreed. Of course, this means re-thinking the original maps, and figuring out how to keep everything balanced.
[quote]Having side-paths that are not on the main storyline does help a huge bit, though.[/quote]
Again, this will require some re-thinking of the originals.