ck3D, on 28 February 2019 - 03:54 PM, said:
The whole time I was working on this new map I was actually playing with what I would perceive as the best of both worlds; I spent quite some time incorporating sprinkles of basic straightforward design (i.e.. those large open air areas built at an angle with multiple levels in two corners of the level kind of meant to contrast with how claustrophobic the main street area can feel, or even the basic general layout that has the map basically loop around itself twice - you never got to any of those points though) all the while figuring hey, why not still spend the time to fine-tune the aesthetics I'm naturally inclined to use, and take advantage of the Xmas / power consumption theme as an excuse to push certain aspects of the 'colored' style to its limits with all those bright presents, teddy bears, lights, cables and coronas (fine-tuning certain areas I'd occasionally feel like I was literally trolling my own self, but besides provocation purposes I really wanted to see if I could try and blur the lines between the two different styles and aesthetics). The first section of the level you got to see doesn't represent that effort at all but it's probably more visible in the later outdoors sections where the buildings look clean but really aren't that sophisticated, with the usual gloomy textures now just contrasting with the modern Xmas lights and the detailed indoor sections. I thought that made for quite a unique look that in a way felt like hints to classic Duke 3D just modernized with bright touches of novelty but again, you - understandably - didn't make it to that part which again I can't blame you for because it is true that the beginning is full-on novelty style taken to quite an extreme.
I completely understand your points and am not feeling any disrespect whatsoever on your end. I just find it interesting to talk about tastes, expectations and intents as far as user content is concerned because communication helps expand vision and everybody benefits from this kind of talk in the end (so thank you for your time).
P.S. also 'micromanagement" is a great term to use in this context.
Thank you for understanding my sentiments mate.

I forgot to tell you however, why did I stop playing around the blue key part. As much as I didn't really enjoy the aesthetics of the map, I found the monster placement to be quite interesting in the early part of the level. While the modified newbeasts and the tiny sized eggs were quite annoying, and actually broken due to their lack of proper hitbox, but the concept was interesting. They were accompanied by normal sized liztroops and commanders, which clearly gave the level a character. When Enforcers, Pigcops, Reconcars etc started to appear, and the map became conventional, my pont of interest had been gone. So even if I didn't really enjoy the playthrough, it had a character, and that character had been sadly abandoned.
And this has made me thinking about the whole monster placement thing again (now, we're going to offtopic land).
I personally believe that a smart enemy placement is like half success for a map. And I also think most mappers just don't think about it too much, it's more like an afterthought in their levels. Probably because it's the easiest part of the mapping, it's much easier to put monsters on a map, than build a new construction.
But really, if something was done really well in the original maps, it was the monster placement. Just look at the shareware episode. Liztroops and pigcops are not just randomly placed in the early levels. It was very clear that liztroops are mostly occupied the large open parts, the windowed areas, while pigcops occupied the corridors. When you met a pigcop, the chance you met him in a closed combat is high, while liztroops usually attacked you from further behind. It was a clear gameplay narrative, it also thaught you how to strafe for example.
But you know, the game can't be reintroduced forever, when all the mouselook play is on now, and players mostly know everything about it, you can't use the same format forever. Yet, in the original maps the monster placement was always unique. Let's take a look at Fusion Station, a great example. That was a part of the game, where more or less everything which was a novelty was introduced. Yet, the level used a unique monster placement. There were closed sections and there was an Unreal-esque open hub, which you had to re-enter many times to advance into the next, higher section. This alone was a narrative and unique in it's playstyle (not the generic find the key, find the button thing), but monster placement was great as well. Liztroops always waited for you in windowed parts when they acted as turrets. Enforcers were there in the closed sections (like pigs in the city maps). Drones were spawned in the hub area, and it felt like a running gag between the meaty parts. Octabrains only came from knotted women. And Commanders appeared only after the reactor blowup. The whole thing felt orchestrated.
And even Blum's Golden Carnage level had a great sense for enemy placement, which is a modern map from 2016 with bigger monster count, and built on better player knowledge. Pigs occupied the broken bridge and nearby control rooms, Octabrains and sharks dominated the underwater, Liztroops appear as turrets early on, then dominated the post-blue key storage area. And so on. Monster placement was really an art in that level.
I think part of this trick was that Blum for example never mixed up too many monsters in a map. I can't realy think of a level by him which has all of Liztroops, Pigcops, Enforcers and Octabrains. At least one of them is simply not in the maps. Pigs are the most notable ones, since everyone knows they are not in the space episode. Octabrains had their special areas, like underwater and dark parts. Enforcers however quietly weren't used in water heavy maps. Liztroops are notably missing in Freeway. And so on, and so on. For example Blum NEVER used the Commander in city areas.
This kind of unique monster placement (and gameplay narrative) is somewhat missing from most userlevels, even from the best ones. I don't say we have to follow the suit of the classic maps. But there should be more monster fine tuning in levels. I really enjoyed for example the way George W Bernard used the mix of newbeasts and drones in the final part of his Water Bases episode, then introduced a creepy water elemental octabrain in the penultimate level. It felt like a canonic experience and an official Duke 3D episode. DNF 2013 TC also used an interesting and well crafted monster placement in the levels with a few hiccups here and there. It used Octabrains in cities, and it didn't felt out of place. I'm in the absolute minority who enjoyed Nightmare Zone in PnP, and monster placement was part of my liking. While the map has flaws (the biggest one is the non coherent use of button types and you never really know if the part you playing is a mandatory or an optional part), but it was clear the author knew what he was doing. The early grey parts had liztroops, the middle tomb section had the enforcers, and the pig in a dress was introduced quite surprisingly in the hidden area, later on. Drones and turrets were used in secret areas or pits or cracks... it was well orchestrated, and I loved it. It again felt so adventurous and somewhat canonic in it's experience.
Okay, I went terribly offtopic here. But you know my point now. The early section of your map had a nice monster character, and it shouldn't had been abandoned for the rest of the map. It would have been very effective, if you separated your map into two (or more) de facto levels, and made it into an episode. The first map was just that closed square with cramped movements needed. And the next map is something else. Episodes are always better than too large levels imho, they has more progressive feel.
Now I stop, it was tldr.
