
Lol I Was Falling Asleep
The post was obviously meant to be in Roman Wilderness Of Pain thread
http://celephais.net/board/view_thread.php?id=60400
#438 posted by gb on 2012/01/10 13:26:14
Quake levels actually are largely linear, often with a dedicated start area that you don't see ever again (lost entrance to dismal oubliette anybody?) and the single overarching goal of finding the exit.
There are typically loops or hub areas (e2m6 is a good example) that connect different parts or branches of a level, and as was said the player does the loops through that part, often for keys or buttons that open the next loop.
Then there also often is a dedicated linear end area.
e1m1 is a perfect example for a very linear Quake map, with a couple optional loops only explored for secrets, and a few dead ends (nailgun room). No one would argue it isn't Quake though.
e1m2 actually also is largely linear, in a circle shaped layout, again with a dedicated start and end section, and a couple optional loops again typically for secrets. The main diversion is that you can enter the main circle from both ends. Clever.
e1m3 is very linear apart from the large loop for the gold key (which in itself is also pretty linear) and a few (small) optional loops and dead ends.
In all 3 maps there is a very obvious and pretty linear main route, augmented by loops and dead ends which are actually often optional to explore.
Yet, many people like episode 1 and some say it is very Quakey.