Linear maps vs Non-linear maps

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Which do you prefer?

Linear
4
13%
Non-linear
26
87%
 
Total votes: 30

NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

What's stopping you from having multiple exits, even? With ZDoom, you could have them lead to different maps.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Or like SSD have multiple exits leading to different starting points in the next map.

I always wanted to see a map where you can open a shortcut or an additional exit leading to a secret area in the next map.
User avatar
Jimmy
 
 
Posts: 4726
Joined: Mon Apr 10, 2006 1:49 pm
Preferred Pronouns: He/Him
Contact:

Post by Jimmy »

Non-linear. That's why I love Strife. :D
User avatar
Alterworldruler
Posts: 622
Joined: Mon Dec 19, 2005 7:31 am

Post by Alterworldruler »

Pretty nice idea for shortcuts graf :)
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

I don't care what a map does as long as I enjoy it. It could be a perfectly striaght line if it played well.
User avatar
jallamann
Posts: 2271
Joined: Mon May 24, 2004 8:25 am
Location: Ålesund, Norway
Contact:

Post by jallamann »

[insert zdoomforums.wad] ;)
User avatar
Vader
Posts: 4241
Joined: Fri Jul 30, 2004 4:00 am
Location: Germany

Post by Vader »

Bio Hazard wrote: A lot of maps have you flip a switch and then exclaim "NO POWER!", then you have to go find some switch that turns on the power. Many times there isin't good signage around to help you identify is the power switch so it's essentially a switch hunt. When you do find the switch, it becomes obvious because "POWER RESTORED" or something prints and usually some kind of machine that looks more like a pump than an electric turbine starts moving.
I hate that kind of thing. Most times it could be fixed with some signage.
Recently played Z1M3 again? :P

Anyway, I voted for non-linear maps!
I just love to explore the world I'm in.
Of course an author can go overboard with it, so you get lost and don't know what to do next, but most straight forward maps are just boring IMO.
Simplicitys maps are an exception, though I wouldn't really call them linear either.
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Post by Shadelight »

Same here Vader, I love levels where you have to explore!
User avatar
chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Post by chopkinsca »

KingofFlames wrote:Same here Vader, I love levels where you have to explore!


Me too, hopefully some good ones will pop up in the future. One reason I'm looking forward to Foreverhood is because it seems like it will be something you have to explore in.
User avatar
Ixnatifual
Posts: 2287
Joined: Fri Dec 12, 2003 6:44 pm
Contact:

Post by Ixnatifual »

Graf Zahl wrote:re you can open a shortcut or an additional exit leading to a secret area in the next map.
Hmm... That sounds like a cool thing :)
User avatar
Wills
Posts: 1446
Joined: Mon Jan 10, 2005 7:01 pm
Location: The Well of Wishes

Post by Wills »

I like maps where it's possible to go from A to B to C, but at B you can check out D, which leads to E and F, and F can lead to C - i.e. controlled nonlinearity - go straight to the exit or check out a couple of side paths on the way.
User avatar
Belial
Posts: 1616
Joined: Wed Feb 09, 2005 3:09 pm

Post by Belial »

Non-linear like kaiser_22 or completely open like HR2 map32.
User avatar
Nmn
Posts: 4631
Joined: Fri Apr 16, 2004 1:41 pm
Preferred Pronouns: He/Him
Contact:

Post by Nmn »

People seem to like my "Dreadful change upon us" wad, so yeah, nonlinearity.

Also, from the mapper's point of view, nonlinearity is better-you can re-use already done maps for further purposes, with just replagueing them with opponents and adding some new areas to undergo upon revisiting the map after completing some quest. It also adds a lot of exploration. I believe System Shock 2 makes best use of nonlinearity. But Unreal 1 is a good example of it too. I just love the SunSpire and the UMS Bodega Bay (from the expansion pack. Awesome!).

Like Kaiser said, new fpses suck. The new games are similair to those interactive movie-games from the past (a ride through an interactive movie). Not my style of games.

From Doom wads, RTC is really top-notch example of non-linearity (as in maps, not quests)
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

The only thing I refer are "good" maps. Doesnt really matter if it's linear or not. Maps clustered with monsters at all the corners and with little ammo are generally bad.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Nmn wrote:People seem to like my "Dreadful change upon us" wad, so yeah, nonlinearity.

... but I didn't particularly like your Waste Site - because it was far too linear! :P

Like Kaiser said, new fpses suck. The new games are similair to those interactive movie-games from the past (a ride through an interactive movie). Not my style of games.
Mine neither. I was bored by Doom 3, massively unimpressed how Q4 wasted its potential to create a shitty railtrack game where the player was unable to make any choices whatsoever. (interactive movie indeed!) and more often than not am put off by the excessive violence that seems to be necessary in modern shooters. What has been my favorite genre has almost lost its entire appeal due to the technical advancements and how they are used to ruin the fun of playing.
[/quote]
Post Reply

Return to “General”