What are the best examples of nonlinear/hub based maps?

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Neonspider
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What are the best examples of nonlinear/hub based maps?

Post by Neonspider »

I’m looking to get a better understanding of the limitations of hub maps from a design standpoint. Off the top of my head, the only “non-linear” mod that I know of would be Stronghold. I suppose there are community projects like DUMP though I’m thinking specifically of mods that use the hub feature for more than map selection. Id love to hear if you folks know of any good examples I can check out.
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Rachael
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Re: What are the best examples of nonlinear/hub based maps?

Post by Rachael »

Unloved is very much designed this way. You are constantly going back to MAP01 in order to go to the next area, and will do every map at least twice.
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Neonspider
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Re: What are the best examples of nonlinear/hub based maps?

Post by Neonspider »

That sounds like a really good WAD to study. I believe I’ve heard that name before, I understand it was “spiritually remade” as a UE4 game?

I’ll be sure to check that out, thank you.
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Graf Zahl
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Re: What are the best examples of nonlinear/hub based maps?

Post by Graf Zahl »

Other ones where you constantly have to travel between maps are Cold as Hell and Daedalus. Cold as Hell also has a traditional hub map that actually justifies the term 'hub'.
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Chris
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Re: What are the best examples of nonlinear/hub based maps?

Post by Chris »

There's also Assault on Tei Tenga, which has you going back and forth between a set of levels to solve puzzles and find secrets.
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Re: What are the best examples of nonlinear/hub based maps?

Post by Neonspider »

Alright cool. I know I’ll need to use hubs to accomplish my idea, but these WADs should help me plan exactly how much of the setting each hub will represent, thank you all.

Also I presume they’re all really fun too, so of course I’m looking forward to playing them!
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