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Author Topic: Map Design's Evolution,  (Read 26778 times)
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J3E125
 

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« on: 2012-05-01, 23:53 »

From masterful to curly-straws.

hehe.
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Woodsman
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« Reply #1 on: 2012-05-02, 17:55 »

Don't forget you don't have to open doors anymore either
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Phoenix
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« Reply #2 on: 2012-05-02, 19:53 »

That's pretty accurate.  Let's not forget all the important stuff glows now, too.  You don't even have to think of what you're supposed to do.  I still remember running all over Doom E1M2 trying to find the secret door to get to the chainsaw, then accidentally hitting the wall with a gunshot and having it open.  Shootable walls weren't in the instructions.  Neither was monster infighting.  You just got to see that stuff happen and figure out how to use it on your own.
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I fly into the night, on wings of fire burning bright...
J3E125
 

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« Reply #3 on: 2012-05-04, 03:51 »

Aye, seeing this reminded me of "If Quake was Done Today" video. Loads of "Tips" to help you, and the boss battle that was designed by 5 year olds.
Also I know that map is from doom, it urks me that I can't remember it! Doom - Exclamation
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Phoenix
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« Reply #4 on: 2012-05-04, 18:12 »

Doom 1, E1M6:  Central Processing.
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Kajet
 

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« Reply #5 on: 2012-05-05, 03:07 »

Really though, even D1E1M8 Phobos Anomaly would be more complicated.
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FistMarine
 
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« Reply #6 on: 2012-05-05, 12:47 »

There is also a related video called "If Doom was done today"
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J3E125
 

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« Reply #7 on: 2012-05-05, 16:30 »

Doom 1, E1M6:  Central Processing.
There we go! Yes I remember my experience when I rushed the monsters until I got chaingun, good times. Slipgate - Laugh
There is also a related video called "If Doom was done today"
Yep I saw that one, seems a lot more modern (and slow!)
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Gnam
 
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« Reply #8 on: 2012-06-14, 14:14 »

Here's the weird part, to me: The levels in Doom 1&2, especially later on, were essentially puzzle dungeons akin to those in Legend of Zelda, albeit with shooting. Zelda is really popular today, and so is shooting. So in theory, creating an FPS with such pure puzzle-dungeon gameplay today would be highly marketable, yet thus far it has been considered an anathema.
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J3E125
 

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« Reply #9 on: 2012-06-14, 23:33 »

Legend of Zelda: The Forgotten Space Marine?
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« Reply #10 on: 2012-06-15, 04:27 »

Hasn't the Elder Scrolls always aspired to fill just that sort of niche? They're first person dungeon crawls at heart. The world are expansive, but dungeon exploration is what everything ultimately comes down to. There may not be trick jumps and rocket launchers, but the series gets more and more action oriented with each installment. It isn't as if you can talk your way out of situations, after all.
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J3E125
 

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« Reply #11 on: 2012-06-15, 16:47 »

Hasn't the Elder Scrolls always aspired to fill just that sort of niche? They're first person dungeon crawls at heart. The world are expansive, but dungeon exploration is what everything ultimately comes down to. There may not be trick jumps and rocket launchers, but the series gets more and more action oriented with each installment. It isn't as if you can talk your way out of situations, after all.
Yeah, but in Skyrim when you aren't fighting, which is almost all the time, you spend 20 minutes to get somewhere for a ring, then 15 minutes to somewhere else to finish the quest. Very yawn intensive. That's why I prefer Fallout, you have guns, no actual weapon limits, and lots of baddies to incinerate. Plus the 40's/50's soundtrack is excellent. Doom - Thumbs Up!
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Kajet
 

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« Reply #12 on: 2012-06-16, 05:49 »

As far as I know Elder Scrolls hasn't done much for the puzzle element, sure occasionally you've got some mildly irritating switch puzzle but ultimately nothing all that interesting.

PS: Fast travel ftw
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ReBoOt
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« Reply #13 on: 2012-06-18, 21:50 »

lol yeah i tend to use fast travel in skyrim so problem solved Slipgate - Wink
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J3E125
 

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« Reply #14 on: 2012-06-19, 18:30 »

Edit:
"You can not fast travel to the current location."
WRYYY!!! Banging Head against Wall
« Last Edit: 2012-06-19, 20:28 by J3E125 » Logged

Kajet
 

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« Reply #15 on: 2012-06-19, 19:47 »

I don't understand the rage fast travel invokes, it keeps stuff going at a pace that doesn't make me want to just uninstall the game and play something else.
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J3E125
 

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« Reply #16 on: 2012-06-19, 20:29 »

Kajet: I agree, sorry for the error.
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« Reply #17 on: 2012-06-20, 00:30 »

I am not a fan of fast travel unless it is thematically appropriate. Having a train station, coach service, silt strider, etc. is tolerable. Being able to just open your map whenever and immediately click and go to any previous location feels almost like cheating to me.
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J3E125
 

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« Reply #18 on: 2012-06-20, 03:44 »

Fast travel is optional, so pure action fans would use it much more. Especially Skyrim, no one wants to run in to a dragon every 5 minutes. Although if your looking for something more action oriented, just get something like Borderlands or Torchlight 2.
(I just can't keep myself from derailing the topic!)
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fourier
 
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« Reply #19 on: 2012-06-20, 03:53 »

The only game I've encountered that kind of gameplay is in space sims (such as X3 -- and I don't remember if it's a mod or in it by default).  In those cases, you really need it, as it already takes a ton of time flying through sectors.  To have to go from one side of the universe (kind of small for a universe) to the other takes a while.  They have autopilot things that'll get you there, so you basically set your course then get up and do something for a while.  Hmmmm, as much I like the idea of space exploration and the awe of a wide expanse of free roam area, these games are typically too boring to get too involved in.  Freelancer was probably the best one of these, but once you've done everything, it's boring.
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