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Posted: Mon Oct 29, 2007 6:15 am
by ReX
Phobus wrote:Hmm... seems the secrets and the like in your maps are too clever for me, I didn't find one of them...
Enjay wrote:....I'd missed a (as he would describe it) "rather obvious" secret.
I admit that some of the secrets in my maps are not the easiest to find. At the same time:
  • 1. I'm sure that you'll agree I don't require the finding of any secrets to make progress - the secrets merely hold goodies to make the going easier.
    2. I include a text file describing how to find the secrets.
    3. I always provide some clue that there is a secret area. I hope that the player will use the auto-map and do some exploration to figure out where the secret may be. [For example, in Map 31 before you pick up the BFG you will notice that there is a passageway above that (if you looked at the auto map) leads to the blue key that opens the secret exit. You can use the auto map to back-track and find the door that leads to the passage.]
    4. I never intentionally make it frustrating for a player to get to a secret area.
    5. I believe that secrets should make the player scratch his/her head but still be innovative if possible. Unfortunately, most (if not all) the original ideas have probably already been taken. Therefore I have to stretch really far to make my secrets out-of-the-ordinary.
I know that this sound like I'm defending the way I use secret areas, but that is not my intention. Still, I thought I might take this opportunity to explain what motivates me.

It does not sound that way, but if you were frustrated at not finding the secrets please let me know.

Posted: Mon Oct 29, 2007 7:27 am
by Phobus
No, the only time finding secrets (or the lack therof) becomes frustrating to me is when they are vital to progressing in a map. I admire mappers who make secrets I can't find easily (but are put in so that they can be found), yet still make them optional, because, as a mapper, I think secrets play a big part in showing how well maps are made.