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Quake Gameplay Potential...
Very interesting discussion in the GA thread, worthy of it's own discussion thread I think, for archive and research purposes.

There seem to be several viewpoints floating around, which I'll badly paraphrase...

Quake gameplay is the same as it always was (kill monsters find exit) and thus is boring and not really worth bothering with.

Quake gameplay is the same as it always was but that's it's appeal and it's still great fun.

Quake gameplay is the same as it always was and thus it needs to rely on mods and extra monsters and features to remain fresh and interesting.

Quake gameplay has evolved and improved enough (with or without those enhancements) to still remain worthwhile.

etc etc.

I don't think any of these perspectives can be shown to be right or wrong - mostly they seem to be the depth with which you look at gameplay and gaming in general. I.e. Quake gameplay might seem exactly the same as always when looked at on broad kill monster exit map terms, but looked at on narrower terms the refinement in monster placing, gameflow, surprises, balance etc etc that modern mappers have achieved could be seem as quite progressive.

I haven't argued much so far but as a big Quake fan I am interested in Quake gameplay, how it has progressed, and how far it can progress (with or without enhancements). Thus I think the ideas would be worth more exploration. More thoughts in a mo...
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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 
 
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. 
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