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>> No.10031451 [View]
File: 2.48 MB, 1920x1080, tersh_scragheap.png [View same] [iqdb] [saucenao] [google]
10031451

>>10031329
>I think a lot of quake levels, and what the community often aspires to, is to create an linear progression in an abstract sense, but implement it with a lot of non-linearity in terms of actually moving through the level - i.e. backtracking, secrets, skips, triggers, etc. The original game did this more in later eps (mostly backtracking, new paths open), and modern mapping takes it a big step further. It's great but it means you'll often be doing loops and returning to parts of the map you've seen before, which for enormous maps can mean retreading areas you've passed a couple days later.
It's not often I run into a Quake map offering some genuine choice in its progression, and I think some of it can be attributed to what you mentioned here. It summed up my experience with Bogbottom, I came back to it a day later and had zero clue what to do or where to go and I wanted those tomes.
This contrasts with two other maps from the mod I enjoyed and didn't get lost in: Tears and Sepulcher. I was wary about Sepulcher because it looked like a more evil Bogbottom with a higher secret count, but it ended up very linear, very easy to navigate, and with secrets you could trip over.
>>10031427
For what it's worth that leaked patreon demo from several months ago ran like ass for me. The one up on Steam is the opposite and runs very smoothly.

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