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>> No.5229001 [View]
File: 2.38 MB, 3939x5074, E1M7[1].jpg [View same] [iqdb] [saucenao] [google]
5229001

>>5228336
All of that, along with the flow >>5228360 mentions where there's more or less a consistent path you're always going down unless the map deliberately gets mazelike like the optional area in E1M2. But that flow doesn't feel like a railroad because the episode uses lots of branching areas where you can choose what direction to go in, along with lots of curves, texture variety, and interesting and distinctive architecture that makes each section of the map feel like a unique space to explore.

Episode 2 is comparatively a lot more boxy, and the complexity of the maps make the flow a lot less clear, especially because they aren't as interconnected as E1 maps - it's more often that you'll go down a single branch for a while and end up at a dead end and have to just turn around and find your way back.

Episode 3 is basically experimental. Deliberately very weird, and not at all concerned about flow or connection or stuff like that.

There's a sizable contingent that stand up for E2 maps because of how much larger and more difficult they are, but E1 is just a good crowd pleaser. Everyone likes a feeling of constant forward momentum with just enough choice and exploration to feel smart and not like a rat in a maze or locked on a rail.

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