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/vr/ - Retro Games

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>> No.3104730 [View]
File: 475 KB, 1920x1480, id_ranger_by_johnmueller-d8i8oj6.jpg [View same] [iqdb] [saucenao] [google]
3104730

>>3104354
HUUH

Sometimes I wonder what things would be like if id had made Quake instead of Doom, and Doom was their later first true 3d game instead of Quake.

>> No.3084743 [View]
File: 475 KB, 1920x1480, id_ranger_by_johnmueller-d8i8oj6.jpg [View same] [iqdb] [saucenao] [google]
3084743

>>3084734 cont

>>3084710
>the fantastic level design in the base game regardless of how brown and dreary they look.
Romero, McGee and the others really did do a good job with the base levels, despite what some people say. It's hard to make a fantastic map, but it's easy to make a horrible one by breaking a few simple common sense rules, which people seem to forget- don't mercilessly fuck the player over, don't punish them for figuring out an alternate path, don't give them cool stuff only to immediately take it away, if player movement must be restricted then to do so with the environment and enemies, NOT by directly limiting the player's movement especially if they're used to a fast paced game that makes full use of all three dimensions, don't expect them to run gauntlets they have no means of fighting against and even want to continue playing afterwards for fear of the same shit showing up again immediately.

That isn't even just FPS design stuff, that's games in general stuff, especially if you're making maps for a game in your free time- you have no reason to make the player want to replay over and over to clear a certain area to artificially stretch out the time of the map. Make them want to replay it because it's fucking fun! Even Arcane Dimensions suffered from that with the nonsense in Cruical and Swampy with teleporting in enemies behind you constantly and the crappy secrets.

Quake may be brown, but it's a smooth, velvety European chocolate brown with a distinct taste. Not a shit brown.

>>3084731
Quake 3 is actually slow in general unless you're watching super high level pro matches with people careening about at Mach 5 and landing railgun shots 180 degrees behind them, which most players aren't exactly capable of playing like 100% of the time. If you've ever played HL1DM, it's a pretty good mix between Q1 and Q3 multiplayer- fast and frentic like Q1, but without the railgun and red armor camping of Q3. Also Gauss jumping is fucking fun as hell.

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