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My hopes for Doom 4: randomized openworld mode with a loot system
Thankfully, all the visible line and monsters limits have been expanded. Used to be so limited until this came out as an open-source engine (zdoom, etc).
If you copy-paste level geometry make sure it's lined up to the 64-pixel grid for the ceiling/floor textures to look right, otherwise use the align floor-ceiling-texture to line linetag for the sector the line is facing. Use switches where keys normally are to open doors that otherwise you already have a key for, and also Zdoom supports more than just 3 types of keys. You can use skull keys also, they're usually treated different than keycards.
Using 'lower-unpegged' texture setting on a one-sided line will make it draw from the floor up, instead of from the ceiling down. This can be usefull around doors and also ceiling crushers [obviously with 2-sided lines that helps with texture alignments].
Make it obvious which way to proceed (a red arrow-shaped sector in the floor, or something similar), and somewhat obvious what 'new switch' does open what door...
You can use zdoom example wads (if you choose to use that engine or it's derivitives, it's a good choice, i used it 7-10 years ago editing), to find a way to print text when you're in the sector infront of the switch that says 'this switch opens the door down the hall from you' or 'this switch opens the door waaaaay on the other side of the map' etc.
I know most of us veteran players that are in our early-to-mid 30s or older now, who played this when we were much younger when it 1st came out would know where to go, but all the COD-kiddies would be totally lost and crying a river if you didn't tell them what part was the trigger, heh. Don't forget texture alignment, it's so easy in doom builder now anyways. No matter how good or fun your level is, if the texture mishaps ruin the immersion factor (i say that with a pinch of salt, doom + immersion don't exactly go hand in hand in 2014 anymore), people will knock on your work especially those who took time to do it 20 years ago (almost) in the editors that were not WYSIWYG / live 3d Rendering.
--Cheers!
P.S. If you can find a way to add in some Zdoom/Zandronium type features into this, like deep water or alcoves in the wall that shoot fireballs, it'd keep people from being too 'comfortable' and keep them on thier toes = increased fun-factor.
Anyway I'd be surprised if CoD kids even know what Doom is but if they did then they probably wouldn't know what a good game is.lol Anyway I know about texture aligning so I do experiement if something doesn't look right. If people are worried about dieing then they can just simply save whereever they want but it's pretty funny watching people play it on nightmare mode.