Some of you already mentioned it. But if you really want to know what makes level design so good in Duke Nukem 3D just analyze the first level of each episode, and do a diagram of them (considering item location, how new "secret" and "formal"paths are opened each you advance through the level, how the player discovers each new zone, enemy location, etc.) Play it as it if were the first time. Every thing in the levels has a real purpose, and is made to be usable in a way, the sense of "realism" in Duke Nukem 3D is less generated by imitating real life behavior or look (as most FPS nowadays and even user maps tend to do) and more by the fact that all the stuff in this "world" work as a logic whole, the
diegesis or
mimesis of Duke Nukem 3D world. Is something like "Hey this 3D (2.5D) game have exploding walls, mirrors, light switches, security cams, water dispensers, destructable buildings, hostile ships, hookers, strippers, auto destruct buttons, keycards: Duke 3D (2.5D) world is plausible!!" The game isn't make to feel like reality but to feel real (note the difference).
In Duke Nukem 3D there aren't secret places: there are secret passages, there are not enemy respawns in already visited places: reinforcements arrived, there aren't enemies placed in unsuspected locations: there are ambushes, (but you can ambush enemies by using secret passages) and so on and so forth...
In that aspect button puzzles work as real "password" security systems in the Duke diegesis, more than artifacts to frustrate the player (as many users maps tend to do) and remind him is a game, key cards are made to open doors in Duke diegesis, but aren't mandatory in many cases (again giving the player freedom and make him forget it's just a game), in fact the player isn't searching for a "red keycard" but a way to get out/in of a place, sometimes when he finds the card, another (secret) route is open so he can decide if whether go to the door or use the new path.Sometimes the only possible path is actually a secret place -passage- (like in the night club in red light district) Why would you make the player think he is discovering a secret passage, but he is only taking the designed route, just to be ambushed by the pigcops at the end? Other kind of puzzle is in Death Row where's there's actually a map of the "prison" showing the secret tunnel in one of the cells.
Another aspect functionality over aesthetics: take for example a light switch: in the original game light switches are oversized to be noticeable so you can use it to light zones, it's a functionality logic over aesthetic logic, nowadays tendency (generalizing) is to make the light switch real sized which could cause the whole effect to be missed, or even switches that don't work at all, another example is the mirror in Hollywood Holocaust: it isn't there just to look cool and say "a mirror is possible in build engine" but to be usable and look through the corner of the bathroom (this should be used more in maps) hell even duke recognizes him self in the mirror and says he's looking good!
My conclussion: button puzzles, keycards, security screens, laser mines, locked doors aren't placed in the game to challenge player intelligence but to give the feeling that Duke is actually dealing with security systems. Opinions?
Commando Nukem, on 05 March 2016 - 01:29 AM, said:
The synergy of the theme, and design of the level is often where Duke3D would shine. The first level is basically the prime example of everything good in the game, and it extends throughout most of the levels in the four official episodes.
It's not so much the puzzles themselves, but it's the fact that maps have things to do and stuff to explore. Nooks and crannies, alternate paths, back routes, hidden passage ways. Giving the world a sense that it's spiraling outward from where you start. You
THIS
oasiz, on 05 March 2016 - 02:06 AM, said:
It's about opening paths and making the map evolve as you go.
AND THIS