#122 posted by gb on 2010/04/03 18:18:55
I have this theory that horde combat and insane difficulty in Quake maps are an easy way out of deeper problems with the game, and being mainly concerned with environment design over gameplay.
A well done game doesn't need 400 monsters per level to remain challenging or unique. Better AI, more varied monster behaviour, increased usage of traps / puzzles / exploration / "scripted" scenes / extra keys / other gameplay elements, and finally randomisation might go a long way towards avoiding teh horde smackdown. There are other interesting things besides killing 50 scrags. This isn't aimed at you, Tronyn, just a general thought I'm having lately. There is a tendency to either make experimental maps that go overboard with the puzzle stuff, or horde maps that go overboard with monsters. Maybe a middle ground wouldn't be bad - ironically, Id used more traps etc. than most maps today. A trap can be the highlight of a map.
It gets really bad if mods just increase the monsters' HP, knowing full well that the original weapons were balanced against less than that. And then these extra HP are piled on and on by mappers, making maps both more difficult and more boring.
I know most of func_ is mainly interested in the environment, but a cool environment filled with hordes because you're hard pressed to come up with alternatives is suboptimal. The thing is that traps, for example, have to be planned as part of the environment. You can't sprinkle in traps or puzzles afterwards like you do monsters. You have to plan the environment from the ground up to contain that sort of gameplay.
Meaning, when you go down this route, you can't simply go and build cool stuff, then sprinkle in monsters. You have to build cool stuff that contains hazards and puzzles around every corner, THEN sprinkle in monsters.
Another overlooked element is how the player moves through an environment. Having to raise the water level (classic TR's Cistern level, Far Cry's Cooler level) or crawl through air ducts (Ruined Nation had this) to get where you need to be is more interesting than blasting your way through 60 monsters, all the while running along a walkway. Having to blow up walls, or smash through them with whatever equipment is another nice alternative, often used in Far Cry. On top of that, a grappling hook can do wonders as proven by games such as TR:Legend.
What all these things have in common is that they must be planned early, in fact probably while building the layout. You have to adopt a mindset of plan first - build later, instead of build first - fix later.
If I'm not mistaken, this is how it was done during development of Half-Life. And it shows.
 GB
#123 posted by Shambler on 2010/04/03 18:43:18
 Yeah
#124 posted by Tronyn on 2010/04/03 18:49:35
that's a good point, with this set of maps, I basicaly just joined together disparate architectural sections however they would fit, without planning out a layout ahead of time. I haven't planned out maps on paper ahead of time for a long time and it's probably a good idea. The best id and hipnotic maps had a mix of traps, combat, and most of all they had distinct sections.
 But I Like "teh Horde Smackdown."
#125 posted by PM on 2010/04/04 02:07:32
Hordes full of dumb or even fairly smart monsters have their place, and are fun to wipe out as long as the player can get the resources to do so.
#126 posted by Trinca on 2010/04/04 13:50:34
I love hords to :)
always fun if there are good weapons like sng or Gl
 For The Horde
#127 posted by sock on 2010/04/04 14:43:20
I don't think there is anything wrong with horde style combat (aka doom) but my complaint is about skill levels. They are an awesome way to tailor the map experience and should not be overlooked. It maybe a pain to setup multiple encounters for the same location but ultimately it will be more rewarding for the player to experience the map in different ways. Save the crazy horde style for higher skill levels like hard/nightmare! :P
#128 posted by gb on 2010/04/04 19:02:36
> Hordes full of dumb or even fairly smart monsters have their place, and are fun to wipe out as long as the player can get the resources to do so.
Yes. That I can agree with. I'm the guy who made armytest.bsp, an RMQ testmap where you slaughter about 100 knights and a couple dragons with quad SNG.
Hordes have their place. ^^
 Dear Sock
#129 posted by grahf on 2010/04/05 08:36:48
Different maps, different styles.
I understand where you are coming from, but in some ways it's the equivalent of saying "I don't like water because it's too wet." ARWOP is a ridiculously over the top horde map. That's just what it is, and it's not trying to be anything else. Not all quake maps are (or should be) perfect paragons of balance, scalable, accessible gameplay.
Play Travail next, I remember some good non-horde gameplay in there.
 Dear Grahf
#130 posted by sock on 2010/04/05 09:28:13
different skills, different people.
I think you have missed my point, I do like horde style maps I just don't find dying all the time that much fun which is why I like to choose different skill levels. This map does not atttempt to resolve this problem and I would say a fair amount of modern maps have missed that point as well. Sure if the Q1 community has gone the way of hardcore gaming with excessive skill levels then fine.
'I don't like muddy water I prefer something clear and drinkable'
Not all parts of a lake are the same, some are murky while others are clear. When I first start a map, I prefer to try out the waters edge, not drown in the middle of the lake.
#131 posted by nitin on 2010/04/05 09:59:42
most new maps on medium are fine to me.
I guess a simple solution for catering to seasoned players and those not so used to playing quake sp over the years is to leave normal and hard as they currently are (ie hard and extra hard practically) and make sure easy really is easy (rather than normal practically).
There are better solutions, and sock has outlined quite a few (different routes and progression for different skill levels as well as changes in ammo/health/monsters), but I imagine they would take a fair bit more time to implement for what is really not much of a bigger audience outside the regular quake players.
#132 posted by Trinca on 2010/04/05 10:20:28
I always play map on hard, and I rarely died but some are to much for me... tronyn map use to kill me a lot :)
#133 posted by Zop on 2010/04/17 03:56:28
In regard to the Hell mode save bug- I switched to Fitzquake (I was using aguirRe's), and it works fine in loading the mode from a save file.
About the difficulty... I'm wondering how many is too many deaths to be fun. I'm having a "hell" of a time even getting to the gold key on the first level, but it'll only be sweeter by the time I finish it. I'm used to running levels without saving partway, so dying is even worse than normal. But it makes you learn how to deal with enemies.
 Dear Sock
#134 posted by grahf on 2010/04/25 17:55:59
i think we mostly agree actually. diversity is good.
also, thanks for taking the time to play q1sp maps, i enjoy your perspectives.
 Right
#135 posted by ijed on 2010/04/26 00:35:11
I'm also interested in Sock's direction now - never look at Q1 again or want to make maps for.
Not sure I can explain how I feel about Quake. It's like all day I'm drinking coffee, and then I get home and I can drink a stomach settler.
 BTW I Like Coffee
#136 posted by ijed on 2010/04/26 00:35:43
 BTW
#137 posted by ijed on 2010/04/26 01:00:57
My contract says level designer on it.
 BTW
#138 posted by ijed on 2010/04/26 01:01:37
Fuck off ijed and get a real hobby.
 BTW
#139 posted by ijed on 2010/04/26 01:05:18
ijed, drinking kills.
 Yes
#140 posted by rj on 2010/04/26 01:18:23
yes, it does.
#141 posted by Trinca on 2010/04/26 01:25:11
kills the bugs inside of you!
 Lol
#142 posted by Tronyn on 2010/04/26 05:59:09
awesome posts ijed I totally see what you're saying.
 BTW
#143 posted by ijed on 2010/04/26 15:09:04
Ow my head.
 Lolwut?
#144 posted by grahf on 2010/04/26 15:32:13
#145 posted by Spirit on 2010/08/09 22:56:29
 A Tronyn Wilderness Of Pain
#146 posted by negke on 2010/08/20 21:12:22
Just played this again. What a blast - great fun. I totally see where the Doom references come from. Many weapons, plenty of items, hordes, lots of gibs. Didn't bother with the boss fight (not least because I didn't set a higher heapsize so the game slowed down to a crawl once the summoner and his gang showed up). I regret not having played on Hard this time AND record a demo. I think it totally would have shown how much I enjoyed bouncing through the maps producing gore. Playing a fast DnB mix in the background added to this.
Thanks again for this excellent release, Tronyn and PM. I consider it one of the milestones of Q1SP - in combination with NSOE, which I'm going to play next.
|