WARNING: incoming wall of text (replying to different people, playing catch up).
king karl, on 22 July 2017 - 10:16 AM, said:
I found it sorta flat empty and all the same looking
Doom 4 had a good variety of enviroments... I'd say between the red sands of Mars to the cold metal of UAC hallways, the glowing yellows of the foundry, green skies of the administration facility, rocky landscapes of Doom's Hell and snowy moutains of VEGA's facility, the enviromet variety was better than a lot of games I've played even though they had basically 2 regions to work with (the UAC and Hell). Doom's original first episode had levels much more alike to each other and Doom 3 is the worst offender on this front with almost no outside areas at all (which is a shame because I really liked those small sections with mars' blowing winds) and the Hell levels were very uninspired (something they only fixed on the BFG expansion).
Also it wasn't really flat, I kept needing to use the double jump boots all the time
and you can't get as far from 'flat' as the Argent Tower is.
The combat arenas aren't really oldschool (I'd prefer if they focused more on enemy placement like the first games) but thankfully they had a much better execution than in games like Painkiller, Serious Sam and Flying Wild Hog shooters (at least prior to SW2, I can't opine on it) because you usually had a lot of room to maneuver and the hordes were just big enough instead of feeling endless.
Lastly, the best thing about Doom 4 was the level design, for a modern "closed-world" shooter it could be much, much more linear but thankfully it wasn't.
axl, on 22 July 2017 - 07:49 AM, said:
I understand what you're saying and seeing Duke back in its 90s roots with great leveldesign and 90s rules (no regenerating health, ...) would be really awesome. But I wouldn't call it "innovating". It would be regarded as a "retro shooter".
I agree that wouldn't be as innovative as Duke 3D was, but that's a very hard task after 20 years of gaming and evolution (or regression in some fronts, *cough*), and going back to the
best parts of 90's shooters while getting the bits of duke games that are rarely explored nowadays would be enought to make it stand out from the rest.
axl, on 22 July 2017 - 07:49 AM, said:
In its heyday, Duke Nukem 3D was extremely innovating: it was the first FPS with realistic level design (no longer only dark underground bases or space stations, ...), the first FPS with a an actual character that could speak, the first FPS that featured a high interactivity with the environment, etc etc etc... It was groundbreaking at the time.
and swimming, and crouching, motherf*cking JEEEETPACKS, manageable inventory in a shooter (though tecnically Heretic did it first), destructive enviroments way before Red Faction... the jump from Doom to Duke 3D was huge.
axl, on 22 July 2017 - 07:49 AM, said:
To be innovating in FPS nowadays is really hard. In my opinion the last really innovative FPS is probably Half-Life 2.
I wouldn't say that, there were a lot of innovative games since HL2, they might just not suit your playstyle, and HL2 had realistic physics but besides that it used the same basic principles that the first Half-Life laid as foundation, but with more "cutscenes" than the first game (in the case of HL2, a lot of locked rooms with characters talking while the only thing the player can do is walk around and listen).
king karl, on 22 July 2017 - 03:24 PM, said:
so here are some more essential elements of oldschool level design:
-If the player started every level with just the starting weapon could they complete the level in an enjoyable way? the answer must be yes
I think that's silly to expect. If the levels are designed with previous levels in mind they can be made more challenging from the beginning than if the player is expected to finish everything with a pistol start.
king karl, on 22 July 2017 - 03:24 PM, said:
-every level should loop back into itself in enough places to double as a multiplayer level
I wouldn't be against that in principle but it also may compromise the level in some ways.
king karl, on 22 July 2017 - 03:24 PM, said:
-the player must be able to walk from the end of the level to the beginning even if they have no reason to
-the doors (by in large) must not lock behind the player just to keep combat interesting (the occasional ambush is a fine exception)
100% agree.
king karl, on 22 July 2017 - 03:24 PM, said:
-a specific button for interacting with the environment must be dedicated and should be employed for both secret doors, doors, and switches
???
A "use" button? That's pretty commom in games.
Forge, on 22 July 2017 - 05:29 PM, said:
What you need to do is to convince the developer to redistribute their memory allocations:
- less memory to cut-scenes and eye-candy.
- dedicate more memory to game-play aspects, features, & level design
I like eye-candy :3
Open world games prove you can do pretty levels while still making them big and interactive.
king karl, on 22 July 2017 - 09:17 PM, said:
well build engine design is the pinnacle of the 90s shooter and should be used as the model, doom and wolfenstein were still limited from the potential and lack of experience and as soon as quake started to sacrifice number of enemies for 3d models it started to slide downhill. Many criticized quake at its release for a drab boring level design compared to duke 3d so any attempt at capturing the essence of the perfect 90s shooter should take quake with some derision.
I'd say Quake was the pinacle just because you could build truly 3D and vertical levels, but Duke 3D was more aesthetically pleasing. Aditionally, Quake had enemies plenty enought, you either didn't play on hard or you like slaughter maps (I don't).
Come to think of it, I thing it had as many enemies on its levels as Duke 3D.