| Re: The politics/philosphy of mapping |
| Posted By: RyokoTK | Date: 8/16/06 3:53 p.m. |
| In Response To: Re: The politics/philosphy of mapping (Adam Ashwell)
: I agree that fun comes first, but I think that realism, properly applied,
: adds a lot to a map. It adds an atmosphere and a sense that it's more than
: just a space designed for the player to run around and kill things in.
: Realism can kill maps, but in small doses it very much improves them, in
: my opinion. While occasionally in Rubicon I found myself frustrated with
: level design, I never felt that the maps were merely eye-candy and smooth
: aesthetics.
Well, the other problem that I had was that Rubicon had some pretty damn irritating save/recharger placement. In my opinion, in non-linear levels (such as pretty much every Rubicon level ever), saving and healing should be fairly easily accessed by nearly any part of the level, and having several of them isn't such a bad idea. Saves being far away, or down a distant hallway, or otherwise frustrating to reach, isn't going to prevent me from using them when I need them; it's just going to piss me off. And Rubicon's realistic, dragging, sprawling, confusing architecture, which looks so fantastic the first time, is all kinds of frustrating the fifth time through because one of those fucking asshole Enforcers is lurking behind yet another corner.
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