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Quake Player/Mapper Survey
When I play old custom Quake maps, I often feel like they are a snapshot of what the community was like at the time. With different skill levels, map sizes and monster counts all changing over time, I wonder how new and old mappers perceive these changes.

As someone who has been around for a while I can see that my map style has changed. I certainly love to experiment more with different setups and I am always curious to see what styles are popular. There are so many old timers and lurkers on this forum that download maps in silence, they surely must have a view of how the map styles have changed over the years!

I am curious to know ...
1. What is your play style like nowadays?
2. Are you in a hurry to finish the map?
3. Do you pause to explore and find every nook and cranny?
4. Do you feel you have to find every secret?
5. Are you put off by certain monster (horde) setups?
6. Do you want giant maps to explore and be lost in?
7. Do you want a quick 15 min blast and that is enough?
8. Do you play the same map again with different skill levels?
9. What drives you to give feedback to map authors?
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Old Timer Responding 
1. What is your play style like nowadays?
Apart from changing from keyboard to mouse, very little has changed. I move through a map with the primary intention of killing everything on my way to the exit. But I will rarely go back looking for a monster I missed.

2. Are you in a hurry to finish the map?
Not especially so. I will always replay sections if I die in a difficult (but not impossible) fight.

3. Do you pause to explore and find every nook and cranny?
If I can see a route that appears to be deliberate but not essential e.g. a climb away from the obvious path, I will go after it. But I am mainly after dead monsters and exits.

4. Do you feel you have to find every secret?
If I can see a secret that appears to have a climbing solution, I will go after it. Other than that I keep my eyes open with secrets in mind but do not obsees for not finding them. I see them as a bonus, not a purpose. So, megahealth in a caged area will not keep me interested for long. Equally, I will not linger on pixel-perfect jumping secrets.

5. Are you put off by certain monster (horde) setups?
Mixed monster hordes that do not infight, for whatever reason, I may be tempted to run away from and come backlater if I can snipe them. But 'He who is battle slain, Can never rise to fight again'.

6. Do you want giant maps to explore and be lost in?
I enjoy big maps but it is essential that I cannot get lost. I never try to 'learn' a map. Too many circular routes, especially in a large map of few textures or without obvious location markers, do tend to bore me very quickly. I want a large map with a fairly obvious 'right' route.

7. Do you want a quick 15 min blast and that is enough?
No; I want good gameplay, enough ammo, and about 30 minutes at my pace (whatever that is).

8. Do you play the same map again with different skill levels?
Never. I open all maps at their default skill level, and I expect all maps to have monsters - do I remember one recently that had no monsters on easy? A map without monsters is simply not Quake.

9. What drives you to give feedback to map authors?
A difficult one: because I mapped for my own selfish pleasure, I tend to think others do the same. I have responded in the past, but it is not common practice for me and there needs to have been something fairly special about the map.

I thought this question was interesting enough to warrant some thought about my answers, and therefore here is some feedback from an ex-mapper, now just an occasional player. 
Hi Sock 
I don't play a lot of Quake anymore but I do sometimes bust it out on those rare occasions where i just want to shoot stuff.

1: My playstyle is casual, loose, just shoot some monsters and jump in the lava or whatever, see how fast I can jump, just have some fun really. Nothing competitive or obsessive.

2: No,

3: No.

4: Definitely not. I expect a map to be playable without finding any secrets.

5. Yes, anything that gets repetitive or grating, having to kill 500 grunts that all take pot shots at me and no med packs in sight is no fun. I prefer fewer but more well thought out encounters. Use the environment, lifts, windtunnels, monsterjumps, verticality, prison bars, even the odd monster closet. If gameplay starts to turn into a slog, I'll just quit. I lost the urge to punish myself.

6: Not really, I want maps that do something cool and entertaining gameplay wise. Huge cavernous structures with random hordes running around like ants are off-putting. Small, clever, polished maps with dense atmosphere that doesn't get in the way are preferred.

7: Sure, why not.

8: Not normally, except in the case of the vanilla quake maps. Most custom maps are far too challenging for me, to the point where it feels abusive and grating and that's why I mostly don't bother anymore. I feel they are made for the hardcore audience these days. So usually I just load up vanilla Quake because I prefer the gameplay.

9: The author being a nice guy, kindly requesting feedback from me personally and the map not pissing me off.

These days I also value youtube videos or gameplay trailers before I install anything. More people should do that. 
Newer Mapper Responding 
1. What is your play style like nowadays?
I like to take my time and get engrossed in the atmosphere that the mapper has created.

2. Are you in a hurry to finish the map?
Nope, I play them to enjoy them.

3. Do you pause to explore and find every nook and cranny?
Yes unless there are no secrets or I have found all of them. I still like to "leave no stone uncovered"

4. Do you feel you have to find every secret?
No, but I enjoy finding them. When I can initially see a secret but not how to get there is my biggest pull for exploring. Also, big things like secret keys or a special door will drive me to scour the map.

5. Are you put off by certain monster (horde) setups?
I don't like fiends or spawns in really tight spaces. I dislike Death Knights when you only have a shotgun as it is just plain tedious to me. I also dislike when a Shambler "dance" is expected to pass. I try to always make Shambler encounters have an obstruction to protect yourself.

6. Do you want giant maps to explore and be lost in?
I love both. Giant maps can be tiring but are usually fulfilling if played in parts. Small maps may end too quickly to develop a sense of place. I think medium sized maps are my favorite.

7. Do you want a quick 15 min blast and that is enough?
If that's what the map calls for then sure! It just depends on how the design correlates to time spent playing.

8. Do you play the same map again with different skill levels?
Very rarely, I almost always choose Skill 2 because I want the full monster encounter experience. No need to go lower after playing. Only maps I have replayed are a few official AD ones.

9. What drives you to give feedback to map authors?

Since I also make maps, I know how feedback and criticism can be a driving force to continue forward so I keep that thought in my head and try my best to at least give a "Looks great!" reply to showcases.

I first opened TrenchBroom in Nov 2015. I really didn't play custom maps until that time. 
 
1. What is your play style like nowadays?

I use saves. I play on hard or nightmare. I'm a fairly cautious player, I don't run and gun that much, I normally look for a corner to strafe out of and do my damage.


2. Are you in a hurry to finish the map?

Sadly, yes. Only because when the maps are in packs I feel like I need to hurry and write comments for the authors. Lately I've been combating this by doing a single play-through for myself, then when writing comments loading up the map and reminding myself of the parts that the author might like to know.


3. Do you pause to explore and find every nook and cranny?

If the environment is compelling enough yes, OR if it looks like I can break the map in a fun way.


4. Do you feel you have to find every secret?

No, while I like secrets I sometimes find the hunt for them tedious. There was a map which had "secret like" gameplay, it had yellow rings that you had to jump through, I forget who made it. It was really compelling because the target was more or less always visible, you just had to work out how to get there.

5. Are you put off by certain monster (horde) setups?

So long as the ammo balance is fair then it isn't a problem. Dropping a tonne of spawns on the player might be a little uncalled for. Shamblers without cover is a bit of a dickmove too.


6. Do you want giant maps to explore and be lost in?

A few of my favourite maps are giant. Zendar, ne_ruins, leptis magna and foggy are all examples of large, really good maps. Sometimes maps need to convey where the player needs to go better. I felt this was somewhat the case in terra fuma. Although I have been way more lost in maps before this.

In general I prefer a map that has good atmosphere, I don't really care about the size, just make me go "WOW! I really want to know more about this world"


7. Do you want a quick 15 min blast and that is enough?

While I like big epic maps, I sometimes think that some of your maps could be split into multiple maps (this might help with your engine limits problem =P) this way players could enjoy them in smaller bites.


8. Do you play the same map again with different skill levels?

Almost never.


9. What drives you to give feedback to map authors?

I want to give the map author some feedback as to what I thought worked well and what didn't. I would like that same kind of feedback for my maps, so it's only fair that I give the feedback too. 
Good Topic! 
I am curious to know ...

1. What is your play style like nowadays?
Mostly incompetent.

2. Are you in a hurry to finish the map?
Nope.

3. Do you pause to explore and find every nook and cranny?
Yep.

4. Do you feel you have to find every secret?
I like to try because it's fun! Depending on how intriguing the map is to explore around, I'll sometimes do a lot of hunting.

5. Are you put off by certain monster (horde) setups?
Only a few - arenas tend to bore me as it's not as fun as flowing combat or exploring around. Death traps (including monster-based ones too). Some OTT bosses. Hordes are fine as long as there's satisfying weaponry to deal with them.

6. Do you want giant maps to explore and be lost in?
Yes. As long as the quality is consistent and the design justifies the size.

7. Do you want a quick 15 min blast and that is enough?
Yes. I definitely value these Quake experiences and feel strongly that mappers should not be put off making them.

8. Do you play the same map again with different skill levels?
No. Occasionally I'll play the same map with a different aim e.g. different paths, finding all secrets, avoiding all secrets.

9. What drives you to give feedback to map authors?
Trolling sensitive geniuses. Or highlighting what could be improved for next time. 
 
1. What is your play style like nowadays?

Kill everything that moves, find all secrets, go kinda fast. Good maps slow me down as I want to take time to soak in the visuals and I might even pop open the source (if included) to see how some things were done. Confession: if the map doesn't impress me visually, I just get really bored regardless of monster encounters and tend to forget the map quickly.

2. Are you in a hurry to finish the map?

Depends on the environment. Some maps really floor me visually and I want to spend time appreciating the geometry and lighting. Other maps may not impress me as much and I end up just fighting through the monsters and moving on.

3. Do you pause to explore and find every nook and cranny?

Yes. I don't like feeling like I've missed something.

4. Do you feel you have to find every secret?

Yes. I can't let secrets go, I feel like I've missed some cool places.

5. Are you put off by certain monster (horde) setups?

As Blough said, don't like spawns and fiends in tight spaces. In fact, I wish spawns just didn't exist. I never enjoy fighting them. Shambler encounters without cover will make me quit the map.

6. Do you want giant maps to explore and be lost in?

Yes and no. If the geometry is interesting and there are some unique bits riddled about the corners of the map, I love exploring. But if the map is just big and boxy, then no.

7. Do you want a quick 15 min blast and that is enough?

Again, depends on the quality and appeal of the map. Some of the jam maps fall in this category and I like them. Also makes playing through less of a commitment and I don't have time to get bored.

8. Do you play the same map again with different skill levels?

No. I only play skill 3. I do replay some maps if I found them really impressive, but only on skill 3.

9. What drives you to give feedback to map authors?

I feel the authors deserve some return for what they put into the map. However, I'm a newer member here so many of the maps I'm playing at the moment are old classics that don't need feedback. 
Q&A 
1. What is your play style like nowadays?
Minimal. I really only move when necessary (which is usually rare) and tend to abuse AI. When you play a game long enough you get a feel for how it works, greatly reducing the demands the game can put on the player.

Are you in a hurry to finish the map?
If I find it boring aesthetically or mechanically, then yes. Otherwise, I like to absorb every last drop of atmosphere and gameplay.

Do you pause to explore and find every nook and cranny?
This really depends on the aesthetic. If it's uninteresting I have no desire to linger.

Do you feel you have to find every secret?
Depends on my level of immersion and how critical a secret is. If I'm already bored and wouldn't see any real benefit from a secret item and the secret itself is going to require a bunch of my time I'll usually pass.

Are you put off by certain monster (horde) setups?
I find horde play in quake to be generally boring and tedious. Horde play in quake boils down to simply kiting and picking off a bunch of bullet sponges.

Do you want giant maps to explore and be lost in?
Not usually. I find these to be pretty tedious. I feel Doom4 was pushing the upper limit of map size, and quake maps usually don't provide the constant stream of visceral gameply, micro-rewards, varied spaces and aesthetics needed to keep it engaging.

Do you want a quick 15 min blast and that is enough?
Usually. Fast and intense is preferable to long and boring, or even long and intense. Either way, giant maps tend to be fatiguing.

Do you play the same map again with different skill levels?
Nope, usually skill3. I'll drop it down to skill2 if the map is boring or imbalanced.

What drives you to give feedback to map authors?
I typically leave feedback on maps that have that "spark", regardless of their overall quality, polish or status. 
To Add To My #9 
Considering that I will probably never release a map, least of all one that fills my standards for visuals, leaving feedback is one of the only ways I can contribute. I love mapping and learning about mapping, but feedback is the only thing I can do for the community. 
 
1. What is your play style like nowadays?
Slow paced, cautious and paying attention to the environment - usually looking for any cues that might suggest an ambush or secret. Also find myself focusing a lot of time on the architecture in regards to level layouts these days.

2. Are you in a hurry to finish the map?
No. If I'm enjoying the level enough I'll take my time until the end. Otherwise save my progress and continue later.

3. Do you pause to explore and find every nook and cranny?
Definitely, I'm a sucker for secrets but I also enjoy viewing the design from different angles or to simply soak up the atmosphere.

4. Do you feel you have to find every secret?
No, but I try to discover what I can. It's disappointing missing secrets but often plan to replay levels later down the line anyway.

5. Are you put off by certain monster (horde) setups?
Not really, most vanilla enemy setups work well together with some forming a love/hate relationship. Anything forcing me out of my comfort zone is always a welcome change of pace. Not the biggest fan of certain custom enemies from Quoth/AD in general though so I have a harder time enjoying many encounters in levels using them.

6. Do you want giant maps to explore and be lost in?
Don't mind playing them so long as they remain interesting and not resort to padding out its length with tedious combat. There's always the option to save my progress and continue on later. Plumbers (apsp2) and Marcher come to mind as good experiences.

7. Do you want a quick 15 min blast and that is enough?
Short quality levels which leave you desiring more have a bigger impact on me. Most recent example I played is 'ad_mountain', it had a fantastic atmosphere I wanted to keep exploring that place.

8. Do you play the same map again with different skill levels?
Yes, my usual choice is Hard then Nightmare for replay purposes. I always play levels a minimum of two times, often because of reviewing purposes - or more if I enjoyed the level enough.

9. What drives you to give feedback to map authors?
If I have something unique to mention that others haven't commented on, otherwise I prefer to write up a review to highlight the strengths and weaknesses. Unfortunately not much on the review front since I've taken a hiatus to focus on other projects. 
 
>1. What is your play style like nowadays?
I play Quake both because I like exploring dark, fantastical environments (and gritty bases), and also run and gun action, so my playstyle reflects a balance of those two preferences. I'll only use AI exploits when I'm stuck with an axe and 5 health vs. a shambler or whatever.

>2. Are you in a hurry to finish the map?
Nope! I do like exploring.

>3. Do you pause to explore and find every nook and cranny?
Well sure, I like exploring! I'm not super thorough, though I always have an eye out for secrets and side areas and so on. Also, if I see an opportunity to hop all over geometry that looks like it's supposed to be off-limits, I'll take it. I've found a few apparently unintentional paths and sequence breaks in Quake maps this way.

On that note, one of my least favorite things in 3D games is when I am scrambling on top of some "non-playable" geometry, only to find my progress blocked by an invisible barrier (clip brushes in Quake's case). I feel like if I actually can get on top of your "See those mountains? You can't go there!" geometry you should just swallow your pride and let me break your map. At least fix it in a way that's not so artificial, please!

>4. Do you feel you have to find every secret?
No. If a map hints at a really cool one I'll spend time finding it, but I don't try to find every secret on a first run. If I replay a map I might do, though. Even if I never track down every secret (more often the case than not) the fact that secrets are there is important to me, though--both for the mysterious, secretive feel of the map and just in case I ever do want to go back and find it.

>5. Are you put off by certain monster (horde) setups?
I like horde combat, provided the monster composition and spawn placement is good, and the layout is original. Nothing more boring than circle-strafing a bunch of monsters in a big empty box. I think the term "horde combat" gets a bad rep when people talk about it as if it's all the same, when really there are plenty different scenarios one can design that involve hordes. It's kind of like how "slaughter" is used in a pejorative by some in the Doom community.

>6. Do you want giant maps to explore and be lost in?
Yes!

>7. Do you want a quick 15 min blast and that is enough?
Hell yes! I don't think it's just one or the other. While I think on average maps these days are bigger than id1 for sure, it's great there are still people putting out fast little maps these days.

>8. Do you play the same map again with different skill levels?
Usually no. I almost always play maps for the first time on skill 2, and rarely go higher. I'm good enough at Quake nowadays that anything lower is going to leave me feeling bored due to lack of challenge. If a particular map is too hard for me on skill 2, I'll restart and lower the difficulty, and maybe raise it back up on later playthroughs.

>9. What drives you to give feedback to map authors?
It's nice. 
 
To add to my #6, I didn't say "yes, as long as said giant map is well-designed, interesting, and varied without any padding or copypasta" because I thought it should be obvious--I don't like crappy short maps, either! But beyond that, what I like in particular about certain big levels is that navigation--both figuring out where to go and keeping a mental map on the level in your head for reference later when the inevitable backtracking, looping, or secret-hutning comes--presents a sort of challenge in itself, which I really like. For perspective, I like other games like Silent Hill and Thief which have a strong element of that. 
Answers To Sock 
1. What is your play style like nowadays?

I usually play for exploration and discovery, like an adventure travel to visit ruins, old temples and palaces. Monsters are there just to add some life to the map. For me, they are a pretext for exploration. I'm not a shooter type of player, but I do like to blow the monsters using cheats (I like to electrocute-explode the fucks using constantly the quad...).

2. Are you in a hurry to finish the map?

Frequently, just because I'm lacking time to play.

3. Do you pause to explore and find every nook and cranny?

Constantly. The details are important to me.

4. Do you feel you have to find every secret?

Yep !

5. Are you put off by certain monster (horde) setups?

Monsters are there just to add life to the map. I always plays with the electrocution weapon, full quad on (cheat). So monsters are always blown off like I'm the real monster in there ! ;-)

6. Do you want giant maps to explore and be lost in?

YES !

7. Do you want a quick 15 min blast and that is enough?

Not particularly. Wathever the size of the map, I always run like creazy in the map, blowing all the fucks in my way (using the ass electrocuter with quad on), and try to find the exit (and secrets).

8. Do you play the same map again with different skill levels?

Nope, I always play in nightmare mode (full quad on). ;-)

9. What drives you to give feedback to map authors?

Blowing stupid monsters isn't important to me. I'm looking for Details, Architecture, Aesthetics, Atmosphere, Vista, Out-of-this-World feel, Originality of the geometry, Sense of Place. These are why I'm still playing that old game. I don't find this kind of stuff in any modern game, which are all boring me totally (fuck off Star Wars games!). Quake1 rules, but old-school easthetics bores me. 
 
long time player, two-month old (?) mapper

1. Three styles. The way i always played. a little save scumming. going forward, with little caution. i try to kill all monsters and finding secrets, but not that hard. Other style: no saves. with caution. falling to lava feels more dangerous, as well as others traps, when you can't go back 1 minute before in time. the third style is trying other styles, depending on the map. axe only, speedruns wich will never reach a top 100, minimal kill runs, etc. this in vanilla maps (done to the death) and a few of custom maps.

2. Generally no, but yes when i am recording a demo because i need a lot of time to find some secrets. Also, when i'm replaying the map in a "no-save" run i hurry the parts that i already played and have fresh in my memory.

3. Usually, but not always, and i don't try too hard when recording a demo. sometimes because i don't like that much the map, others because the flow of the maps is very good. but those maps i replay them. also, with some maps i like to try rocket jumps or grenade jumps. also, sometimes i slow down and walk just to apreciate the map. after playing open world fps with nature and all that in the last decade, i'm tired. and quake is not that. it doesn't try to be Earth. even the base maps don't try to be Earth.

4. no. except some cool secrets like the books in ad_swampy or the knight history in ad_mountain

5. shamblers with no cover or possibilty to backtrack. i don't mind spawns. also bosses like the ubber scrag in travail. the nour in ad is tonned down. i find most of the hordes ok. the best for me is the horde you setup in ad_obd at the end. the horde in ad_lavatomb on the other hand i didn't like it very much. perhaps it's the obstacles? (wind tunels). the only monsters that i don't like are the polyp and the drole in quoth, and the drole counterpart in ad.

6. yes, if i have the time. this is dependent on mood and real life free time.

7. generally yes, but i play bigger maps if i have lots of free time that day. the map that i'm doing for qump will be 15 (or less) minutes map.

8. i play in nightmare. if it's too difficult i go to normal. i don't understand entirely the diference between hard and nightmare in monster behaviour in vanilla quake, so sometimes i play in hard

9. giving back at least something and not being tired at the moment of playing the map and that the map was released in the last year. also i'm recording demos with little to no commentary as feedback, leaving to the mapper the task of thinking. 
 
1. What is your play style like nowadays?
I throw caution to the wind and try to push myself, almost like I am playing deathmatch as this is how I cut my teeth on Quake.

2. Are you in a hurry to finish the map?
Some maps I like to plan and execute how I am going to blast through a room, if the mapper allows this, but I am no slouch either.

3. Do you pause to explore and find every nook and cranny?
I will explore as best as I can, I like to find routes to break the map too

4. Do you feel you have to find every secret?
Yes, if I can. I rarely go back to maps to find the missing secrets though, mostly cause there are so many quake maps to play!

5. Are you put off by certain monster (horde) setups?
I find horde maps in quake tend to be easier than finely crafted/tuned set-pieces and encounter based maps. The inverse is true for Doom IMO.

6. Do you want giant maps to explore and be lost in?
I really hate getting lost in maps, exploration is fine as long as the map is well sign-posted.

7. Do you want a quick 15 min blast and that is enough?
I prefer shorter maps and this is why Jams are enticing for me

8. Do you play the same map again with different skill levels?
I only ever play on Normal (high monster count) or Hard (lower monster count)

9. What drives you to give feedback to map authors?
I like the idea that any feedback I give may result in better maps for the future. I have started to stream maps with live commentary for exactly this reason 
Good Questions 
1. What is your play style like nowadays?
Pretty similar to Fifth's description, really. I've seen plenty of demos/videos of people using infighting, but I almost never take advantage of the mechanic and instead prefer to blast my way through encounters.

2. Are you in a hurry to finish the map?
Generally yes, although I'm not against taking the time to slow down and consider the situation if the map demands it.

3. Do you pause to explore and find every nook and cranny?
No, not really. I tend to move quickly where possible, although sometimes a piece of geometry will catch my eye and I'll investigate/try to exploit it. Certainly not something I'm doing all the time though.

4. Do you feel you have to find every secret?
Definitely not. I think I'd go crazy trying to find them all in every map I played, unless I were to cave in and noclip around to figure them out. Which is lame and unfun.

5. Are you put off by certain monster (horde) setups?
The biggest complaint I have that comes to mind here is setups that encourage fiends to land on your head and instakill you. Otherwise, I'd say it's too situational to really comment accurately on. Obviously having to fight a horde of shamblers with only the starting shotgun or something like that would be an awful experience, but fighting them with the LG and a ton of ammo would be awesome.

6. Do you want giant maps to explore and be lost in?
I don't always have a lot of time or stamina for quake at the moment, so I tend to prefer shorter maps. Larger maps can easily burn me out and frustrate me, so I tend to avoid them.

7. Do you want a quick 15 min blast and that is enough?
See question 6. This is the kind of map that I enjoy the most, although I would say that if a map can keep the pace up and doesn't last for too much longer I'd enjoy maps that take longer than 15 minutes.

8. Do you play the same map again with different skill levels?
No, not really. I use Quake Injector to play most of the time, and I can't really be bothered to select a skill and restart using the console most of the time. I'm a normal kind of guy.

9. What drives you to give feedback to map authors?
Giving feedback is a good opportunity for some introspection. I imagine that what I create has benefited a lot from me thinking about and commenting about what I dislike in other maps, as well as reading what others have said.

Also, "do unto others as you would have them do unto you" or something. I really enjoy getting feedback and watching people play my levels so it's the least I can do to return the favor. 
 
I should have mentioned infighting in my answer to #1. I find it to be a valuable tactic, especially on maps where ammo is scarce. Also it's fun; I like to deliberately trigger it even when it's not necessary. 
 
mmm... i said something wrong


i don't mind spawns.
i'm put off by bosses like the ubber scrag in travail.
the nour in ad is tonned down (wich is good) 
Uhm 
#1 ancient keyboard slasher.
#2 I wouldn't have start the map.
#3 as long as it draws my attention.
#4 if I see anomalies.
#5 depends on ammo and armour.
#6 bsp2 cheerio!
#7 sure, love popcorn maps.
#8 only on the addon packs and AD.
#9 joy for mapping versus gaming. 
 
madfox wins in all categories, what a pleasure to have him here tonight.

"What was your 1st exposure to quake?"

Madfox: "Oh, idk really, when my mom left the kitchen?"

Crowd: Muhahaha!!! 
 
1. What is your play style like nowadays?

Relaxed. I like to take in the scenery. I also prefer taking it a bit slower to try and pick up on the nuance of the mapper whos work Im playing. An attempt to me more prepared for their next work, if you would.



2. Are you in a hurry to finish the map?

No rush. Thats what save files are for. :)

3. Do you pause to explore and find every nook and cranny?

Yep. Secret hunting, for one. Trying to find bits of visual storytelling, as well.

4. Do you feel you have to find every secret?

If theres only one or two, I make it a point to find them. Beyond that, Ill make attempts but Ill leave the rest for another playthrough.

5. Are you put off by certain monster (horde) setups?

Its my hope that whatever the mapper is throwing at me is manageable in some way or another, so I'd say no.

6. Do you want giant maps to explore and be lost in?

Depends on which way the wind blows. If a large map draws and keeps my interest going with a high level of variance in gameplay, Ill gladly push through.

7. Do you want a quick 15 min blast and that is enough?

again, Depends on which way the wind blows. i probably do lean more towards maps that can be completed in less than ab hour.

8. Do you play the same map again with different skill levels?

Not particularly.

9. What drives you to give feedback to map authors?

pretty boring answer, but, I like mapping! 
 
1. What is your play style like nowadays?
Nothing changed rly. You can check my lcumsy demos ;)

2. Are you in a hurry to finish the map?
Sometimes yes, when map has ugly looks, i'm stuck or i'm out of hp or ammo. When map is good in all aspects i don't want it to end, that happens quite rarely.

3. Do you pause to explore and find every nook and cranny?
Yes, depends on a map.

4. Do you feel you have to find every secret?
Sometimes yes, but generally i don't bother. But that makes me feel uneasy a bit ;)

5. Are you put off by certain monster (horde) setups?
Yes, i don't rly like arenas. I feel myself in danger of getting out of ammo before two final shamblers spawn or something like that.

6. Do you want giant maps to explore and be lost in?
I don't like getting lost, there should be arrows and visual aids helping me in navigation. Though that doesn't make large maps bad. They could be quite cool if there's easy to navigate around.

7. Do you want a quick 15 min blast and that is enough?
Sometimes small maps could be indeed cool.

8. Do you play the same map again with different skill levels?
No.

9. What drives you to give feedback to map authors?
To reward them with feedback, so they're motivated to do more maps. Feedback is the most precious gift for the designer's hard work. 
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