NightFright, on 26 August 2014 - 04:35 AM, said:
The only thing that I wouldn't do is mixing styles - either provide a completely classic or "advanced" experience (regarding episodic releases).
I think my favourite kind of maps are exactly the ones which 'mix' both styles. By that I mean that the location, layout and gameplay scream classic Duke, but the map is however more detailed than classic Duke. Not uber detailed, but detailed just enough to look fresh but without hindering gameplay and while allowing interesting layouts.
For instance
ACB Studio is the definition of what I just said, and it's one of my favourite maps released recently. It's everything we loved about the original Duke3D but with some fresh ideas and also more detailed.
Let's also not forget that the original game, the 'classic' style, looks the way it does partly due to limitations : because they wanted the game to run smoothly on a 486 for better sales. Even the beta versions of DN3D have more details than the final release.
And 'classic' style shouldn't be mixed up with poor detailing. You can have a 'classic' style map that has its share of interesting details, and the low-detail maps coming out on Megaton's workshop aren't 'classic' style, they're just maps with lower-detailing.
I insist on what I meant above, if you go for some uber-detailing style, it WILL limit the kind of layout and the kind of gameplay possible, you'll have to stick to a linear, often small, environment, that is also often still. Because it is not possible to keep a consistant uber-detailing on a larger scale. Look at
Retaliation for instance, it is one of the most detailed usermap ever made, but the consequence is a very limited gameplay where detailing even hinders players movement.
But finally I believe mappers should make the kind of maps they'd like to play, even if that means they're not creating anything new or 'pushing' any limit. The kind of maps I described above, is what I like the best, so it's what I tried to achieve with the 3 maps I made for Duke Hard.
I think that it's ridiculous if you're trying to make some the most detail possible because you'd like to 'compete' with either other games (i'm looking at you bobsp1) or with other maps released before yours. Apparently though this time seems mostly gone, for instance if you look at
Bob Avril's latest map, he took what he knows not to create the 'most detailed' possible experience, but to make something that still feels and looks like Duke but with fresh ideas in terms of environment, gameplay and layout. And I think it's his best map.