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File: 3449864b5912702⋯.png (110.48 KB, 1600x1650, 32:33, DOOM2MAP10.PNG)

d12443  No.16503741

Why do classic fps games have convoluted levels? It's not really fun walking around empty spaces looking for where to go. Wouldn't it be much more fun if they were just straight corridors where you run like an retard, hide behind walls occasionally, and blow up hundreds of enemies left and right without caring about pathfinding?

02e0e5  No.16503747

File: 1709f06e8cb9e2f⋯.gif (170.11 KB, 326x281, 326:281, 087.gif)


eac68c  No.16503757

File: 0edec0bd63fcc0c⋯.png (187.17 KB, 261x271, 261:271, 1342330932448.png)

>convoluted

I know you're being intentionally retarded, but there's people out there who actually think that's the case. That alone is enough to make me want to hate-fuck the sun.


b627e9  No.16503766

>>16503757

>I know you're being intentionally retarded

That's where I was leaning as well, but he did post doom 2 which actually has really terrible, convoluted levels, so maybe he's being genuine. Knee deep in the dead is the pinnacle of doom level design, almost everything else feels like it was sloppily slapped together which to be fair, a lot of it was.


d12443  No.16503772

>>16503757

I mean, whats the point of maze like levels. Seems to me like some kind of meaningless padding to make the game feel bigger. FPS games are about shooting killing and murdering, not talking to npc's or getting lost in a labyrinth. Go play a puzzle game instead if thats your thing.

>>16503766

Doom 2 was the pinnacle of terrible design. I hated Star Wars Jedi Knight's levels too, the entire series, even though the gameplay is absolutely great.


160674  No.16503777

>>16503741

Doom 1's maps are greatly designed. Doom 2's maps are dogshit.


eac68c  No.16503784

>>16503766

Yeah true, there's maybe 3-4 good Doom 2 levels in the bunch. Doom 2 suffers from shortsightedness and "experimentation over substance". Frankly, I blame postmodernism.

>>16503772

A good level will make you feel lost and enjoy the feeling. A bad level will make you feel lost and hate the feeling.


7ba600  No.16503802

File: d5c0122e56bf7fb⋯.jpg (75.74 KB, 625x626, 625:626, 1430071290636.jpg)


22056f  No.16503810

>>16503784

>Frankly, I blame postmodernism.

Postmodernism is essentially the idea of "art commentating on art". It's not just trying to do something new, it has to be an active critique in some way.


b627e9  No.16503820

>>16503784

>A good level will make you feel lost and enjoy the feeling. A bad level will make you feel lost and hate the feeling.

Words of wisdom.


d12443  No.16503839

>>16503784

>A good level will make you feel lost and enjoy the feeling

I think this is only true for the first few levels of Doom 1's first episode. The quality of the level design degraded and made me wish the game was just linear.


e0dcb6  No.16503863

>>16503839

Nah, Sandy's maps are the best. Romero designed tutorial levels, Sandy designed real levels.


25aadc  No.16503884

>>16503863

But Romero designed the expert FPS known as Daikatana, anon.


e0dcb6  No.16503970

>>16503884

God, I almost forgot about that masterpiece. Truly an underrated classic. A hidden gem, you could say.




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