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>> No.1515848 [View]
File: 37 KB, 640x516, fps-map-design.png [View same] [iqdb] [saucenao] [google]
1515848

>>1515831
Sequel what?

>> No.1224859 [View]
File: 37 KB, 640x516, fps-map-design.png [View same] [iqdb] [saucenao] [google]
1224859

>>1224840
Reminds me of this.

>> No.629395 [View]
File: 37 KB, 640x516, fps-map-design.png [View same] [iqdb] [saucenao] [google]
629395

>>629107
>I like linearity, as long as there are plenty of optional sidepaths to explore, and maybe some mild backtracking.

Same here. F.E.A.R comes to mind on this and I loved it.

I just get annoyed by people being like "NOPE MUST BE TOTALLY NON LINEAR" as if that automatically means good, it *can* be good but it's not *exclusive* to good.

And the alternative is not just a straight line.

There was one poster on the zdoom forums who was saying he thinks a map sucks balls if it does not also play well as a deathmatch level, and I just thought "really?.....fucking honestly?". So he unknowingly deprives himself of a potentially good experience just because a level is not optimized to also play as a deathmatch map.

That's the bottom line of what I dont like really, people passing off their personal opinions of what a doom map should be as objective guidlines of quality instead of subjective tastes, which is what it all is in mapping as mapping is closer to being an art than a science. As pretentious as that is to say.

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