Linear maps vs Non-linear maps
Recently played Z1M3 again?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.

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.
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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)
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)
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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!

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.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.
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