Shooters old and new tend to generally stick to the tried and tested formulas.
If you have played through a multitude of titles you will be well aware of the most basic formula of linearity.
Since Unreal, some titles have expanded upon non linear routes through maps, and focused upon large levels. The epitome of such would be Farcry, and it's descendant Crysis.
The lines obviously have been blurred in some shooters that inevitably have become fps-rpg's.
But how to create nonlinear maps in Quake is a topic of interest for me.
In my recent mapping experiments within Peril, I have tried to create maps that are far more open than is usually the case, with multiple routes. But, without coding anything in, it proved to be rather challenging.
The main issue of course is that Quake was never designed for large open maps. But, the arrival of source ports that allow for maps that exceed the old limits clearly begs for a radical new approach to mapping in Quake.
Open non linear maps.
Its clear that when you read through generalised commentary in regard to nonlinear game design, there is a tendency to assume that certain aspects are to be coded in to make the space work and keep the player from getting bored. Progression trees and leveling up for example.
But in vanilla quake, or even a complex mod, there's no such thing.
The challenge therefore is to make the game world work and remain interesting without these added elements, or wait for a mod to impliment them.
I don't think I have cracked it, but wish to find out ways of improving the more open ended format, take away some of the confusion inherited by multiple route choice, but without leading the player by the hand.
The tricks employed in Peril were a rich audio environment, the sounds making up the bulk of the pak files. Attempts to make combat scenarios and set peices work in reverse.
But reading reviews it's clear that something else needs to be added to the formula.
It would be interesting to hear your thoughts on nonlinear mapping in Quake, and also what potentially could be created through coding to really take advantage of the extended limitations now available.
If you have played through a multitude of titles you will be well aware of the most basic formula of linearity.
Since Unreal, some titles have expanded upon non linear routes through maps, and focused upon large levels. The epitome of such would be Farcry, and it's descendant Crysis.
The lines obviously have been blurred in some shooters that inevitably have become fps-rpg's.
But how to create nonlinear maps in Quake is a topic of interest for me.
In my recent mapping experiments within Peril, I have tried to create maps that are far more open than is usually the case, with multiple routes. But, without coding anything in, it proved to be rather challenging.
The main issue of course is that Quake was never designed for large open maps. But, the arrival of source ports that allow for maps that exceed the old limits clearly begs for a radical new approach to mapping in Quake.
Open non linear maps.
Its clear that when you read through generalised commentary in regard to nonlinear game design, there is a tendency to assume that certain aspects are to be coded in to make the space work and keep the player from getting bored. Progression trees and leveling up for example.
But in vanilla quake, or even a complex mod, there's no such thing.
The challenge therefore is to make the game world work and remain interesting without these added elements, or wait for a mod to impliment them.
I don't think I have cracked it, but wish to find out ways of improving the more open ended format, take away some of the confusion inherited by multiple route choice, but without leading the player by the hand.
The tricks employed in Peril were a rich audio environment, the sounds making up the bulk of the pak files. Attempts to make combat scenarios and set peices work in reverse.
But reading reviews it's clear that something else needs to be added to the formula.
It would be interesting to hear your thoughts on nonlinear mapping in Quake, and also what potentially could be created through coding to really take advantage of the extended limitations now available.