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/vr/ - Retro Games

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>> No.5849412 [View]
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5849412

>>5849361
I meant it like, for example, you cant get away with just a generic brown room with some ammo along the wall and maybe one torch or 2, for the most part. A lot of the rooms have to be interesting and almost tell a bit of a story in their own right, have a purpose, and yes also have fluid inter-connectivity and trials worthwhile.

"Moving in a general direction" is present in a ton of FMs and even OMs so that's not really a big issue, at least to me.

>>5849396
Back to what I said in my first post. A ton of the maps can easily just be an "enter this mansion/museum/whatever big building you want to use as an excuse to be here" type of affair, and be relatively quick and not be full of absolute dogshit.

Plus isn't the point of these things for people to have fun learning how to map and do cool things with old shitty editors?

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