Page 2 of 3

Posted: Tue Aug 22, 2006 3:29 am
by NiGHTMARE
What's stopping you from having multiple exits, even? With ZDoom, you could have them lead to different maps.

Posted: Tue Aug 22, 2006 4:10 am
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.

Posted: Tue Aug 22, 2006 4:12 am
by Jimmy
Non-linear. That's why I love Strife. :D

Posted: Tue Aug 22, 2006 4:24 am
by Alterworldruler
Pretty nice idea for shortcuts graf :)

Posted: Tue Aug 22, 2006 5:15 am
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.

Posted: Tue Aug 22, 2006 5:18 am
by jallamann
[insert zdoomforums.wad] ;)

Posted: Tue Aug 22, 2006 10:21 am
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.

Posted: Tue Aug 22, 2006 10:25 am
by Shadelight
Same here Vader, I love levels where you have to explore!

Posted: Tue Aug 22, 2006 12:37 pm
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.

Posted: Tue Aug 22, 2006 1:43 pm
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 :)

Posted: Tue Aug 22, 2006 6:24 pm
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.

Posted: Wed Aug 23, 2006 10:36 am
by Belial
Non-linear like kaiser_22 or completely open like HR2 map32.

Posted: Wed Aug 23, 2006 12:33 pm
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)

Posted: Wed Aug 23, 2006 2:14 pm
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.

Posted: Wed Aug 23, 2006 2:19 pm
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]