I
know I have been an advocate for ZDoom
for a long time now. Mostly for its ability to be played over the internet.
I've had many a great games of DM and co-op with fellow member of Doomworld,
Linguica. And with this most recent evolution of the source port, one can
not help but to fall in love.
There
have been so many features that have been added that can greatly increase
the immersion of a level. True level scripting, ambient sounds, scripting
sounds, full Boom support. Simply put, ZDoom is a Doom level designers'
dream. I just about dropped my jaw when I first started the demo level
and watched as the room got slowly brighter as the door in front of me
was opened. That literally knocked me aback. This left me anticipating
anything. I knew that in the next room anything could be laying in wait
for me. And was I ever right.
I met up with statues
made out of demon sprites, fog, colored lighting, imp fireball traps, more
and more scripting, I mean, just the whole bag. Randy Heit has really outdone
himself with ths version of ZDoom. Nothing will compare to being able to
play a good level, with subtle colored lighting, and some well thought
out scripting for traps. Add a little ambient sounds to the mix and you
have a total experience no other port can match. Add a little high resolution
graphics and you have a nice bag of candy for your eyes as well.
Possibly
the most impressive aspect of the whole demo level set was the imp fireball
trap. Quite simply, a room was filled with small indentations from
which imp fireballs spurted, much like the lava balls in Quake. It
was just cool to see imp fireballs, coming out of the floor just asking
for you to step forward and challenge them. And then you get through them
alive (you hope) and hit the switch to turn them off, and everything goes
green-black. Very cool effect.
Other
cool effects were troopers which followed a set path (no more dancing in
place for these on-the-move monsters), a neat lighting effect where a band
of light moved down a hall like in the warp core of any ship on Star Trek,
and the ability to make certain parts of the level foggy while allowing
others to retain their darkness (previously, the two could not be mixed
within the same WAD).
Now,
the most important feature that was added. True hubs. That's right, hubs.
You can now go from one level to the other, with all aspects of the previous
level saved for you. In fact, you can even influence later levels
with your actions on an earlier one. This could do wonders for those
"big" levels that have been in development recently. It could even lead
to some great starting areas, or even plot twists to megawads, where later
in the map you come back to the original map, only to find that there are
new enemies, along with the dead old ones. And there is no ammo, because
you were so greedy before. *insert evil laugh here*
Being a level author
myself, and always wanting to try new ideas in the Doom engine, I personally,
can say that Randy Heit may have just developed the new developers port,
outdoing Boom, by becoming Boom, and simply outclassing all the other ports
in design flexibility. And from what I've heard about the future of this
port, such as adding portal technology and good client/server TCP/IP play,
Doom may yet catch up in terms of developmental technology (and no, I'm
not talking adding glDoom support, although...). |