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>> No.10031329 [View]
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10031329

>>10031201
>You’re saying it’s “typical” for Quake levels to not be linear? That’s not been my experience.
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.
Sometimes it doesnt - some of the large maps i've played have a large area you loop through for a while, then you reach a convexity that opens up a new area and closes off the old area. Those convexity are good points to save and resume later, if you realize you're passing through one around the time you need to jump off the PC.

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