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 <fraggle@gmail.com>
This commit is contained in:
Simon Howard 2008-12-27 22:51:32 +00:00
parent 78bac8364d
commit b62412b9a6

21
README
View file

@ -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)