Micky C, on 03 April 2018 - 02:20 AM, said:
There are some instances where you can take different routes in the original levels. In Hollywood Holocaust for example, (after getting the RPG in a pretty obvious secret), you can enter the one building from opposite sides. The only reason why it doesn't necessarily feel like macro non-linearity is because the levels are so incredibly small in those games, however this limitation is no longer the case. Whether or not such a layout extends well to a larger scale would come down to personal preference. However, keep in mind that IM is not attempting to be a 1:1 imitation of the older games, rather it takes what's best and aims to make it better with modern advancements in technology and gameplay mechanics. In the AMC TC for example, large parts of several levels can essentially be played backwards. Other levels approach an outdoor open-world level of freedom.
HH is an exception in the entire game, as you can tackle the level any way you want. You can even use the jetpack to skip the keycard (which is not to be confused with maps in which you can skip entire areas if you saved the jetpacks acquired in previous maps; in HH they hand over the jetpack so you may directly fly to the exit in the same map).
The type of unlinearility DN3D generally has is similar to what you find in the office area in Washington Wasteland if you make the walls explode when you come up the ladder, except down to smaller scale areas in Duke. That office area is also exactly what you describe with "playing it backwards".
People tend to idolize unlinearility especially regarding older FPS games. AMC TC also has overwhelming areas and "This is so huge, where do I go and where was that area again" moments which is something I think IM should avoid.
I think that in this regard the preview campaign does things relatively right. It offers enough freedom, the only really big 'unlinear' progression moment is in the office, but there are also a couple of other small ones. More importantly it offers freedom of movement and exploration, which is a bigger key element in Build era FPS level design than true unlinearility is.
It also alternates between bigger and smaller areas, areas with more freedom than others, which creates a good flow and never becomes too overwhelming; though even the more linear areas offer some freedom, like in Blast Processing and you have 2 paths when you come up the ladder, or the way you can tackle the big fight in the green room of Disrupted Service many different ways.
Nancsi, on 03 April 2018 - 03:30 AM, said:
Usually in Duke3D, locks and keys weren't there for gameplay extension only, but they separated significantly different areas as well with different enemy types. Also, in Duke3D the dead end type key rooms were extremely limited too (read: there is a key door which holds another key), as its nothing else, but fake gameplay expansion.
Movie Set is all about that. Rabid Transit also has a room like this. There are probably others instances I can't recall on top of my head.
Coincidentally or not, these are also some of the worsts DN3D maps in my opinion.
Now though in IM the only similar design I can think of is the office area: the director's office requiring a red key and handing out the yellow key as a result. Even then I don't think this is nearly as bad as what you can find in Red Ruckus or in the examples above; for one because it seems to make sense to see that door locked, and secondly because it serves a bigger purpose: making sure the player has explored pretty much the entire office area before accessing the director/manager's room and leaving.
Ideally I think the player should have been able to see the locked office as he comes up, understands he has to find the key which would have given purpose to the exploration.
Edit: or rather, this was supposed to be the role of the yellow lock; but as it is it's not clear the yellow door is the exit and finding that key in the office is our goal.