From b62412b9a67f8a6fe04b394175c8e21110bea623 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Sat, 27 Dec 2008 22:51:32 +0000 Subject: [PATCH] README: Add some initial level design guidelines. These are based on the old level guidelines from Sourceforge. They may need amending or extending. Signed-off-by: Simon Howard --- README | 21 ++++++++++++++++++++- 1 file changed, 20 insertions(+), 1 deletion(-) diff --git a/README b/README index 32fee2e9..1f9452fe 100644 --- a/README +++ b/README @@ -33,7 +33,26 @@ guidelines that should be followed: === Levels -TODO: Write this section +Levels should be in Boom format; you may exceed the limits of Vanilla +Doom and use Boom features; however, do not use features that are not +supported by Boom-compatible ports. Levels should be in Doom's original +format, not in "Hexen" format. + +It is sensible to also heed the following guidelines: + + * Make sure that skill levels are implemented, and that all + multiplayer start points are present. + * Make levels appropriately difficult for their position within the + progression of the game. Also bear in mind that not all players + may be as skilled a player as you. + * Do not use tricks that exploit Doom's software renderer; some source + ports, especially those that use hardware accelerated rendering, may + not render it properly. Examples of tricks to avoid include those + used to simulate 3D bridges and "deep water" effects. + * Boom compatible ports remove almost all of the limits on rendering; + however, do not make excessively complicated scenes. It is + desirable that Freedoom levels should be playable on old or + low-powered hardware. === Resources (music, sprites, textures, etc)