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- Secret areas:
-
- As you should know by now, when you complete an episode, a 'total secrets
- discovered' tally is calculated, based on how many secret areas were
- discovered during that episode's play. So, how is a secret area defined?
- Well, each and every secret area is a sector with a 'secret area' sector
- type. If the player walks into this sector (by crossing one of the sector's
- lines), that secret sector is marked as discovered. You may be aware of
- a line attribute that is called 'secret'. This doesn't count into the
- secret areas total at all, and it's function will be discussed shortly.
- Only secret sectors will count toward the total at the end of the episode.
- So, when creating secret areas, you the map designer need to think about
- what should be a secret area, and why. At what point should your secret
- area be considered discovered? The only way to mark an area as discovered
- is to have the player walk into a secret sector, so you need to decide where
- you want to place this secret sector exactly. It should fall from wall to
- wall normally, so that a player will always discover the area, and can't
- walk around the edge of it or anything. Based on id's original maps, and
- the PWADs I have seen, there are several catagories of secret areas, and I
- will discuss these all now. Keep in mind that this isn't the total,
- absolute list or anything. The best secret areas are usually ones that are
- very creative and/or a unique type of secret that no one has ever done
- before.
-
- Secret areas behind a hidden door:
-
- This is probably the most common of all types of secret areas. The player
- walks up to a wall and presses the spacebar to open a door that looks like
- the rest of the wall, except the wall has a slight different from the rest
- of the walls around it. Common ways to make the secret door detectable to
- the observant is by using a different type of wall, or by shifting the wall
- vertically or horizontally a little, or by illuminating the wall, or maybe
- having a pattern of powerups in the shape of an arrow pointing at the door,
- or having the automap show the door, but not in the normal view. This last
- method is usually the worst, though. Normally you'll want to hide the door
- on the automap (make it look like just another wall). This is what the
- secret attribute of a line is for. It makes the line the same color as a
- wall, so the player can't tell it is a door. If you want to, however, you
- can leave no clue whatsoever that there is a secret door there, and the
- player will simply have to try pushing on walls to find them. Some people
- think you shouldn't do this, other think it is ok. You are the author of
- your map, however, and I beleive that you should have full control of it.
- So, do whatever you want to do. In designing maps, think about what you
- like and dislike when you play, and try to make your map according to that.
- With secret door,
-