Blue Lightning, on 06 March 2012 - 06:34 PM, said:
Why not? With Duke 3D any place you can see, you should be able to reach as long as it is physicaly possible. That is part of what makes the game so great..It's "anything goes" attitude...the ability to go where your not supposed to go! Start putting up invisible walls, and now a player thinks "hmm, I see a ledge over there I should be able to get to if I use my roids...but mabye I wasnt intended to make the jump and mabye there is a invisible wall that will stop me". This is is not good for immersion.
Huh? There are tall fences that can contain Duke as you already know, since you use many of those fences on your maps. I would rather see a large fence then nothingness.
And btw, this isnt nit-picking. If there was one or two invisible walls in a 15 map episode, THAT would be nit-picking.
Well I think unreachable places are better for immersion than giant walls or whatever, even if they imply invisible walls to some extent.
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Yes, if you can move the ledge far enough away from the roof with the keycard so that the player can't reach it by jumping. Although the player might have steroids and be able to do a huge strafe jump, so I don't know how good that solution is.
Nah, the idea is to change the order in which the player has to go through buildings so that the building with the invisible walls comes second. Like this I can get rid of the invisible walls.
I just did that, took me 5 mins, and imo it makes the map a lot better :
DOWNLOAD LINK :
http://forums.duke4....&attach_id=4630
Now instead of a path : start ->destroyed building -> big white building linked to a cave -> small white building in the middle of the map -> end
the path is : start -> destroyed building -> small white building in the middle of the map -> big white building linked to a cave -> end
This allowed me to get rid of the invisible walls.
(I also had to change a couple of minor things to make this change right. )
This improves the flow on the map on several levels : after the destroyed building, the next step is the building in the middle that used to have insivible walls. Now you can either get there by jumping from the destroyed building onto the rooftop, or go through it underwater. This actually makes the red keycard non mandatory to use since you can also exit the building by jumping off the rooftop, but this is not a problem since you get that key just before you're able to jump there.
Also it improvesthe end: to go back to the start of the level where the exit is, if you want you can choose to jump from the big white building, onto the building in the middle, and then jump into the next path that just opened to reach the exit. Jumping from rooftop to rooftop to rooftop is now possible at the end.
Gameplay is also slightly better. It makes more sense to acces the big white building and the cave last since they have the most enemies. I did not even have to change a single enemy placement or respawn.
Enjoy and tell if you think it really is a better version. Imo it is, no more invisible walls, better flow, slightly better gameplay.
Edit : we don't have swap this new version into the grp of the episode, consider this a bonus for the people on the forum who gave constructive criticism. Though if you want to make the change Mikko, go ahead.