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Re: Opinions on Mapmaking Style | ||
Posted By: Mark Levin | Date: 7/19/04 4:20 p.m. | |
In Response To: Opinions on Mapmaking Style (Forrest of B.org) : The first item is what my best friend Mike and I used to call
I would agree with you most of the time- it's very, very common for a switch to be placed for no other reason than to force the player to explore a new area of a level, then return to a door. However, I can still think of exceptions to justify this sort of design. If an installation is meant to be a secure area, it's plausible that a critical door could not be opened from a nearby (or insecure) location; the switch could be placed in a guard post overlooking the door but only accessible via a circuitous infiltration-type flow. Or the door in question could be described as an emergency measure meant to be used very rarely, so virtual ease of use could be plausibly ignored and the door controlled from the area responsible for detecting extreme circumstances. : Related to this are poly-activation triggers that open previously locked
Definite agreement here. It's important to let the player know when something he's already seen has changed; whether this is by having him be aware he is performing the change himself (switch) or through immediately, unavoidable feedback (the level reconfigures itself so that only the new path is available; the player's attention is drawn to the change with, say, a sound). But requiring the player to wander around aimlessly, give up, and memorize the map enough to notice a newly opened door is not fair (on the first try, this will involve either careful scrutiny of the automap, if it's even present (since we're talking about games in general, not just Marathon) or multiple passes through the same familiar, empty, boring area of the level searching for something that hasn't been encountered before. : Basically I think it comes down to whether a space is designed to be an
I personally don't think that realism is paramount; there is a point where it can start to degrade the map's playability. One of my pet peeves is that maps set in realistic contemporary buildings (think Prime Target) tend to have a vast number of doors in them, only 90% of them are locked, wasting the player's time on behavior identical to tabbing walls looking for secrets. Some games offset this by having a clear visual difference between permanently locked doors and doors that might have something behind them. Rooms in a real building are packed very tightly together and different floors are often virtually identical; this isn't a problem in the real world since it's impossible to get an X-ray, birds-eye view of a real building but in games it renders map functions unreadable. : Which brings us to my next pair of topics, the "rear admiral" and
These are really two separate concepts- monsters appearing (teleported or otherwise) in front of you and monsters appearing behind you are quite different. They serve different gameplay and design purposes, and I don't really object to either one if there's no major reason in the scenario that the monsters would *not* be able to do that. |
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Replies: |
Opinions on Mapmaking Style | Forrest of B.org | 7/19/04 1:45 p.m. | |
Re: Opinions on Mapmaking Style | blake37 | 7/19/04 2:52 p.m. | |
Re: Opinions on Mapmaking Style | Forrest of B.org | 7/19/04 3:00 p.m. | |
Re: Opinions on Mapmaking Style | blake37 | 7/19/04 3:25 p.m. | |
Re: Opinions on Mapmaking Style | Mark Levin | 7/19/04 4:20 p.m. | |
Re: Opinions on Mapmaking Style | Lt Devon | 7/19/04 9:13 p.m. | |
Re: Opinions on Mapmaking Style | Forrest of B.org | 7/19/04 10:41 p.m. | |
Re: Opinions on Mapmaking Style | Johannes Gunnar | 7/20/04 1:14 p.m. | |
Re: Opinions on Mapmaking Style | Ernie | 7/20/04 2:30 p.m. | |
Re: Opinions on Mapmaking Style | Lt Devon | 7/20/04 3:17 p.m. |
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