Unreachable area talk is funny because it's exactly the type of consideration I had in mind when I asked Maarten whether he meant his Duke Burger to be enterable or not. My current stance on them is that they can indeed add a lot to the atmosphere but only really shine where they serve some kind of purpose later in the map, e.g.. by revealing themselves to be secret places. I think as much space in a map should be enterable as possible, even if that means one has to connect the dots with SOS tricks and whatnot, it's not mandatory but it's good optimization and something I try to focus on my levels these days (resulting, again, in a lot of opportunities for secret places or just nooks and crannies/sniper spots etc.).
That's actually something that bothers me quite a bit in that seventh screenshot of mine I posted (the one of map 1), that cinema building on the left side is an unreachable area (I originally designed it to be a long-distance visual marker for an important section of the map, with the big neon sign) although it's a sniper spot for enemies and blocked with a combination of ledges and fences, I still feel like the player is going to try so hard to get in there (in the original Duke 3D, everyone would have), I'll probably spend a few extra sectors on connecting at least part of that zone with something accessible. I used to be mostly concerned with the look of my rooms in 3D mode in my formative years but now what especially draws me to mapping is really clearly 2D mode and manipulating/connecting those locations I design in (hopefully) smart ways I intend to be reminiscent of the original maps (even something as simple as the E1L1 arcade room wall always works, now imagine big cities mostly designed like that, the potential is enormous). So right now to me, that cinema is a good example of a mistake that could easily be avoided (and will probably be fixed eventually), and I guess it's especially more annoying when it's the only segment of the level that's just declared inaccessible by its author in a relatively questionable way.
Dukebot, on 30 March 2020 - 05:55 AM, said:
This days I've continued a project that was abandoned some years ago (2014).Here is the
original post.The idea was to make a big SP/COOP map, really big, with a lot of open space and areas to explore.Recently I've retomated the project and I plan to finish it as I already invested lots of hours on this map. Some
screenshots of the work in progress.Any valuable feedback is wellcome.
I think this looks really good. Clean design (maybe that castle could use more detailing but I guess it's W.I.P.) and huge open areas, reminds me of the fun of late 90's/early 00's user levels (think Warzone era etc.), just refined, bigger and I'm sure better. I hope you finish it!
edit - oasiz we posted at the same time but I generally very much agree with you. Decorative doors used to plague my own levels yet have become a huge pet peeve of mine now. Whenever I do feel the need to implement one for pseudo-realism (apartments one can only enter from the balcony only make that much logical sense, even in DN3D), I make sure it's either blastable from the other side later in the mapping process, working my layout around it, or mark them with an invisible switch that just plays some sort of clicking sound, 'rewarding' the player for trying to open it all the while communicating that it's effectively locked and most likely just an accessory.