• Ross's Game Dungeon - Strife
    36 replies, posted
[QUOTE=Arctic Snow;44995795]Wait at 10:15 when he said "Games in the 90s were required to have warehouses, factories, and sewers" was he actually being serious?[/QUOTE] I sure as hell know Quake 2 and Half-Life certainly did. He was probably being partially sarcastic, but those really were all over the place in the day. And to some degree they never left us. :v:
[QUOTE=BenJammin';44995432]I love maze level design, and it's not hard to navigate at all if you just put a little bit of logic and spacial awareness in your brain. Also the map helps a lot, I dont know what he's talking about. It's not even "maze" level design, I think that's really downplaying just how good and thought out the levels are in Doom on a gameplay standpoint. I can only think of a few maps in Doom 1 that are honestly a little disorienting and the rest is fine, so I kind of think he's talking out of his ass to be honest. Even if you don't like non-linear style mapping, would you really have the normal modern standard of straight paths sprinkled with scripted events? Only a very few amount of FPS games justify that style, Half-Life being the example that pops in my head constantly.[/QUOTE] There's a difference between open ended levels and a maze with a billion corridors that all look the same that only exist to throw you off and confuse you
[QUOTE=BenJammin';44995432]I love maze level design, and it's not hard to navigate at all if you just put a little bit of logic and spacial awareness in your brain. Also the map helps a lot, I dont know what he's talking about. It's not even "maze" level design, I think that's really downplaying just how good and thought out the levels are in Doom on a gameplay standpoint. I can only think of a few maps in Doom 1 that are honestly a little disorienting and the rest is fine, so I kind of think he's talking out of his ass to be honest. Even if you don't like non-linear style mapping, would you really have the normal modern standard of straight paths sprinkled with scripted events? Only a very few amount of FPS games justify that style, Half-Life being the example that pops in my head constantly.[/QUOTE] the problem with them is that the map looks mostly the same. I had the same problem with some of skyrim's cave dungeons because they use the same corridor design. granted skyrim wasnt as bad and i rarely got lost, but DOOM and other earlier FPS games were fucking headache inducing with all the fucking locked doors and hidden key cards. disagree all you want, theres no fun in backtracking empty corridors to look for a keycard somewhere in the level.
[QUOTE=BenJammin';44995432]I love maze level design, and it's not hard to navigate at all if you just put a little bit of logic and spacial awareness in your brain. Also the map helps a lot, I dont know what he's talking about. It's not even "maze" level design, I think that's really downplaying just how good and thought out the levels are in Doom on a gameplay standpoint. I can only think of a few maps in Doom 1 that are honestly a little disorienting and the rest is fine, so I kind of think he's talking out of his ass to be honest. Even if you don't like non-linear style mapping, would you really have the normal modern standard of straight paths sprinkled with scripted events? Only a very few amount of FPS games justify that style, Half-Life being the example that pops in my head constantly.[/QUOTE] I love the classic style of design but seriously, fuck that sewer level. I ragequitted because I simply coudn't figure out the way out, getting stuck in a infinite loop of death and frustation. I spent more than [B]20 fucking minutes[/B] before I managed to get to the objective. Then I simply couldn't figure out where the fuck to go. I suck at mazes, especially when the map is useless. Oh, and it doesn't help when you have teleporters all over the place.
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