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Post by optimus on Sept 30, 2023 18:37:51 GMT -5
It doesn't have to be a strict rule rather than a guideline. When I played Doom for the first time and you could see the blue armor outside and realized I could reach that outside area, it felt great. But not every area has to be reachable, however it's cool if possible.
It's the opposite that annoys me in modern games (and also very few wads). When there are invisible walls all over the place to keep you safe. That destroys the immersion for me. Even if there is a place with gaps in the ground, some modern FPS or even few WADs trying to follow these new rules, they will have invisible walls (or impacible linedefs) to not let the player be able to drop down in the void. I want this to exist and let the player die or have teleports down. I want to feel that the place is navigatable if you wish although not a good idea to drop down.
Same with other rules, Romero doesn't always follow in few maps. But it's good guideline or food for thought of what to do (maybe your mapping style is different so it's ok to not follow these or do the opposite).
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Post by ketmar on Sept 30, 2023 18:56:16 GMT -5
i believe that in modern games those invisible walls are there mostly to cut down development costs. if you have only one path for player to go, you don't need to design your game with exploration in mind. so your maps could be essentially linear. maybe with some decorations outside, but there is no need to think about playability of that, or add details there.
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