#33
Posted 03 January 2023 - 05:31 PM
Thank you for the feedback and kind words - very happy you liked it so much. I'm still happy about that one, it's simple but the layout and progression design is pretty cool to navigate (that's my preferred approach to Build level design, vs. e.g.. Koodbool which was a lot more linear and had disconnected areas - works every once in a while for 'arena' type of levels like that one, but I'd still rather entangle sector spiderwebs).
I very much agree with your point in dynamic cover, my logic is one of Build's strengths is the ability to manipulate sectors on the fly and so (at least I) might as well go for possibilities and direction choices that support that strength, resulting in scenarii even more modern engines would struggle to pull off, or if anything just absolutely cliché Build madness. The engine is amazing for that and of course sector over sector which allows non-Euclidian spaces, so to me before even being a level editor Build is a great tool to tackle and refine the art of drawing dimensions within dimensions. The potential is way less static than it may look (especially to newcomers), all kinds of movement and terrain evolution are possible, and at the top of that the physics of Duke 3D are extreme, so in my opinion the best Build levels are those who maximize on those points of focus (when that's not at the expense of other aspects, like style - the line is thin to walk). I see so many vehicles in Duke maps I wish could move (even poorly), or missed opportunities for slope-shifting earthquakes and things as simple as floor/ceiling rise/fall when the structure for them a lot of the time actually is built right there (or cyclers are another cool feature that's often slept on, too).
I don't know if you noticed in Salvage that you could push the shelf around, in the commander's office, so that it would rotate 90 degrees and alter your cover. Red Light Rumble also did stuff like that, Turnpike you could push crates around, and more shelves. Of course it's not always the case but when the occasion does present itself to make decorum functional in a way that enhances direct gameplay (vs. not) I like trying not to sleep on it. (And then whenever I do see a missed opportunity of my own in old maps of mine later on, I kind of feel like kicking myself in the ass)
People like seeing movement in general, it's reassuring, movement is life.
This post has been edited by ck3D: 03 January 2023 - 05:35 PM
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