DanM, on Oct 4 2010, 04:38 PM, said:
yes iam not sure how ppl have managed to interpret the game as a puzzle game, seeing as you spent 98% of the game shooting aliens and 2% of the game pressing combo buttons, cracks are not puzzles, its something else you shoot that does not bleed, and if finding keys is a puzzle well doom is a puzzle game too.
That is something I have pondered myself.
Of course, if a game supports a type of gameplay, then people are free to make levels with that type of gameplay So I hope no one feels the need to point out that people have the right to make whatever type of levels they want, because of course they do and no one is denying that. The question is, why did so many level designers decide to make "puzzle" oriented levels for Duke 3D?
One thing to keep in mind is that the vast majority of puzzle maps were made for vanilla Duke 3D by people who had played an awful lot of vanilla Duke 3D. Action in the unmodified game gets boring and repetitive. Hell, action in any game gets boring and repetitive if you play enough of it. I think the main reason that level designers turned to puzzle maps was to provide a different kind of challenge that didn't involve the same old action they were bored of. Also, Duke 3D has a more developed secretive side than Doom right out of the box. It's got cracked walls you can blow up, button combinations, the shrinker bouncing off of mirrors, and garbage cans that could contain any item, etc. Level designers took puzzle friendly elements and examples of their use in the original levels and then expanded on them greatly. Soon the puzzling situations became cliches to the hardcore players in the community, so level designers took it to the next level and piled puzzles on puzzles, not realizing or in some cases not caring that noobs were being left in dust.
Experienced players know what to expect and have developed certain habits. Some examples:
*If you come across pipebombs (especially a single pipebomb) look carefully for any cracks in the walls.
Never use your last pipebomb on an enemy. Also be aware of structures, such as boxes, that are made out of sprites instead of sectors, since some sprites can be blown up. You can tell a box is made of sprites if you pop-up onto it instead of bumping into it and if Duke doesn't grunt when hitting space on it).
*Try jumping up on anything that looks like you might be able to. Jumping on that skinny sign post might be the only way to reach a ledge above, which might be the only way to access an open window and get the keycard inside. In some maps that window will look like every other window and there is no way to know you can enter it until you try.
*If there is a small opening (due to a partially open door that cannot be moved, for example) that you can see into but cannot enter, look very carefully for any buttons inside that you can shoot.
*Press use on anything that looks like it could conceivably do something (such as a cash register), and anything out of the ordinary (such as a wall panel of a different shade or alignment than adjacent walls).
*Do not assume that walls or sprites are solid just because they look solid or other things like them in the map are solid.
*If there is a monitor near an activation point (such as an access panel) that shows a map location, go there after the activation, or at least be aware that it's a place you will probably need to go to.
*If monsters spawn in an area that you had been to previously, you can bet that you are now supposed to return to that area. If that area has an access panel but you do not possess the card for it, it's likely that you were supposed to have the card by now but you missed it. This can happen if you stepped on a touchplate that spawned the monsters but didn't notice the card near the touchplate.
I'm sure there's planty more like that, but I need to finish typing this post.