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/vr/ - Retro Games


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2268268 No.2268268 [Reply] [Original]

Are there any retro FPS games that are massive and complex in terms of level design like Dark Forces 2?

>> No.2268405

DF2 is kinda special in that regard. I can't think of any game that has that same combination of sprawling layouts, huge open spaces, and verticality.

This isn't a great fit, but I thought some of the Alien levels in the 1999 AVP game had a little of that feeling. Some big open rooms (some are REALLY tall), lots of twisty vents, and you can crawl on the walls and ceilings so there's lots of vertical exploration. But the maps are considerably shorter and don't have outdoor areas that I recall.

>> No.2268595

>>2268268
Half-Life?
Also, that picture reminds me of Resident Evil's cover art.

>> No.2268603
File: 160 KB, 953x1200, star-wars-jedi-knight-mysteries-of-the-sith-para-pc-1027-MLC3727126905_012013-F.jpg [View same] [iqdb] [saucenao] [google]
2268603

>>2268268
None the I can think of except other games in the series.

>> No.2268607
File: 58 KB, 640x467, Glover_Nintendo_64_cover_art,jpg.jpg [View same] [iqdb] [saucenao] [google]
2268607

Glover might count. I seem to remember the levels being huge and, in some cases, a bit non-linear.

>> No.2268609
File: 136 KB, 300x207, Turok-dinosaur_hunter_n64_cover.png [View same] [iqdb] [saucenao] [google]
2268609

>>2268268

>> No.2268610

>>2268607
Oh wait, I didn't see OP wanted FPS. DISREGUARD.

>> No.2272349

bump

>> No.2272934

>>2268603
MARA JADE, KAPPA NO WANT SEE YOU NOW

>> No.2273302

>>2268609

> not turok 2

>> No.2273314

>>2268595
Half-Life is pretty linear.

>> No.2273324
File: 11 KB, 194x168, PaiMeiPromo.jpg [View same] [iqdb] [saucenao] [google]
2273324

>>2273314
>massive and complex in terms of level design

Your reading comprehension is weak, my friend!

>> No.2273372

>>2273324
How is Half-Life massive and complex, either? Linearity tends to be opposed to complexity.

I mean, the Black Mesa facility would be a huge and complex place in reality, but when you're playing the game it's a fairly straightforward tunnel of action you move through. Better than many modern games, but a far cry from Jedi Knight as OP stated.

Jedi Knight has linear stages and areas, but also huge open spaces and a lot of freedom since the areas are so interconnected.

Half-Life doesn't have much of the "fall of a ledge, now you're back in an earlier part of the level" kind of interconnected design. You're almost always pushing forward.

>> No.2274089

breed (not kreed)
chaser
chrome
red faction 1-2

>> No.2274094

also check terminator:future shock/sky net
blood 2 maybe

>> No.2274670

>>2268268
There are some Doom WADs that are pretty damn big.

>> No.2274718

>>2268609
This so much! Played it a while ago after like ten years... man was it a blast. And took quite long also.

I played JK, but did not play the Addon/Expansion Pack. Is there a way I can get/run this thing today?

>> No.2275835

>>2273302
Gave up at the Lair of the Old Ones or whatever it's called. The one with all the fucking caves and funny goblins that spit at you.

>> No.2275839

>>2273372
It's funny how Half Life's pioneering of the cinematic shooter was so awesome at the time, but now every modern FPS apes it so hard and goes to shit.

>> No.2276159
File: 11 KB, 392x243, 1420042625552.jpg [View same] [iqdb] [saucenao] [google]
2276159

>>2274670

>doesn't list a single one

>> No.2276164

Goldeneye or Perfect Dark I guess. Non-linear at least.

>> No.2276180

>>2273372
I replayed the Half-Lives recently.

H-L1 has got the best fights with the muhreens. They're so satisfactory to fight since they did a good job with their AI. I agree that the game design is linear as fuck since there aren't any real aternative routes you can take through the levels or even skip some levels or do the levels in the order you want like in the Turoks.

What I'd like to see more from 3 is smarter enemies and more open levels, but I won't get any of those since Valve only employs people who have to remind themselves to breathe to test their games.

>> No.2276448 [DELETED] 

>>2274094
>terminator:future shock

https://www.youtube.com/watch?v=yNMdboshmb4

haha I used to play that game with a friend, one would control the keyboard and the other the mouse.

>> No.2276452

>>2274094

>terminator:future shock

https://www.youtube.com/watch?v=ftKusJ98OU8

haha I used to play that game with a friend; one would control the keyboard and the other the mouse.

>> No.2276468

>>2275839
So Half-life is the hemmingway of FPSes?

>> No.2277465

>>2274718
>Is there a way I can get/run this thing today?
I played Jedi Knight for the first time last night and half the battle was getting it to not crash.

So here's some tips for Nvidia users: set up a profile for jk.exe in your Nvidia settings with everything disabled. No antialiasing, no fancy stuff. Turn every feature off or to its worst setting. If the game gives you a black screen instead of a menu alt-tab out and then back in, that fixes it for me.

>> No.2277494

>>2277465
there's a .dll you can drop in with the .exe that will fix most of it effortlessly

>> No.2277502

>>2277494
Where, pray tell, can one find this .dll?

>> No.2277507

>>2268268
Doom 2? Shadow Warrior?

Blood has some pretty huge levels.

>>2273372
>Linearity tends to be opposed to complexity.

A means to an end is as simple or complex as you make it.

>but a far cry from Jedi Knight as OP stated

Hardly, the levels are pretty much identical in their manner of progression. None of the levels in Jedi Knight are open-ended.

>> No.2277517
File: 87 KB, 800x600, teamsnipe.jpg [View same] [iqdb] [saucenao] [google]
2277517

>>2268268
Delta Force 2.

>> No.2277626

>>2277507
>None of the levels in Jedi Knight are open-ended.

I said the progression tends to be linear, but there are big differences that I highlighted. Half-Life doesn't have anything like Baron's Hed with the huge open space to roam around, outside the central tower. Some levels are more funnel-y, but overall the levels are much more open, sprawling, and interconnected with room to jump around and explore. In Jedi Knight, you often see and shoot enemies in areas you won't get to until later. In Half-Life, pretty much every segment is self-contained and can be forgotten once you move past it. Occasionally you have to remember something in a previous area and backtrack (Power Up, Blast Pit) but you usually can ignore everything other than your immediate surroundings. It's a big difference in map design.

>> No.2277631
File: 33 KB, 500x375, thinkingcat.jpg [View same] [iqdb] [saucenao] [google]
2277631

>>2268268
I just remembered that Unreal 1 has quite a few levels like this. Big outdoor areas, sprawling complexes, and considerable freedom in some parts. Bluff Eversmoking is a standout.

>> No.2277645
File: 1.98 MB, 250x187, 1385940983731.gif [View same] [iqdb] [saucenao] [google]
2277645

>tfw Kyle Katarn and Mara Jade are no longer canon characters
I fucking hate disney and J.J. Abrams so goddamn much...

>> No.2277646

>>2277645
>mfw I dictate my own canon

>> No.2277648 [DELETED] 

>>2277645
Delicious neckbeard tears
Mara Jade was a shit character m8

>> No.2277680
File: 227 KB, 679x473, 1288547926389.jpg [View same] [iqdb] [saucenao] [google]
2277680

>>2277645

Mfw when i never got into star wars and i know only kyle and his adventures.

>> No.2278127

>>2277502

Why don't you fucking google it you shit

>> No.2279891

TekWar was pretty large and complex in its level design.

>> No.2279919
File: 84 KB, 1024x768, 29897-star-trek-the-next-generation-klingon-honor-guard-windows-screenshot.jpg [View same] [iqdb] [saucenao] [google]
2279919

This.

>> No.2280883

>>2277645

>caring about canon

How pathetic do you have to be to care what is real or isn't in a fictional universe?