myk

Posts: 14810
Registered: 04-02 |
fraggle said:
Levels where some specific concept (in terms of design or gameplay) is the defining aspect of them.
In DOOM and DOOM II, Sandy Petersen's levels tend to stand out in that way, and in different ways. For example, E2M9 (special infighting encounter), E3M5 (architectural highlight) or Map08 (tricks and traps).
Scythe is another where everything takes place in small maps.
It's also split in three distinct episodes to enhance that on a larger scale.
Without going into TCs, I'd say Darkening II manages to classify as conceptual in aesthetics by using a strong texture pack and music that's experimental for DOOM. Perdition's Gate does so in the narrative by introducing an different story, a subtle graphic theme to go with it and the use of the intermissions to tell the story.
Castle Phobos is conceptual in making one huge level rather than many in sequence. I mean, not just in connecting level exits and starts but in the gameplay sense, as later on you'll need weapons you found in earlier levels, and the like.
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