Dirk Posted September 16, 2020 I'm absolutely terrible at navigation, and so I've found that the only maps that I really enjoy playing are those that are really easy to learn, or else ones that I've played an untold number of times. Any suggestions for WADs that feature particularly intuitive layouts/navigation? 2 Share this post Link to post
Master O Posted September 16, 2020 17 minutes ago, Dirk said: I'm absolutely terrible at navigation, and so I've found that the only maps that I really enjoy playing are those that are really easy to learn, or else ones that I've played an untold number of times. Any suggestions for WADs that feature particularly intuitive layouts/navigation? 0 Share this post Link to post
Dark Pulse Posted September 16, 2020 (edited) ORIGWAD.PWD. (If you'd like a more serious answer, that's a tougher question. What is "intuitive" varies from mapper to mapper, since to some it's basically a highly linear level, while to others it's basically momentary branches but a central structure, etc.) 1 Share this post Link to post
kwc Posted September 16, 2020 Tough question for the same reasons @Dark Pulse said. Very subjective question. I think a lot of maps attempt to balance between non-linear while avoiding things like symmetry & confusing layouts. This isn't always the case and sometimes used to great effect. Honestly, I'd suggest looking at some of the more popular megawads out there (cacowards might be a fine start) because a decent portion of them flow well enough that you will just find yourself practically being led or pushed by different stressors or architectural cues inherent in -what may be understood as- good level design. You can also just play this ;) 6 Share this post Link to post
Pseudonaut Posted September 16, 2020 I tend to find maps with difficult navigation a little offputting myself, and that's partly why I have a thing for small, short maps; they tend to be easy to navigate. If you haven't already played Scythe 1 and 2, those might have what you're looking for. Otherwise, you could let us know if that's close to what you have in mind. 4 Share this post Link to post
Egg Boy Posted September 16, 2020 Scythe is pretty damn linear, Alien Vendetta is also very linear, but not always in a good way. 0 Share this post Link to post
printz Posted September 16, 2020 (edited) 4 hours ago, Dirk said: I'm absolutely terrible at navigation You should use the automap more to find uncharted areas. Look for open-ended lines near the edge of the map: that's a place where you didn't go and should visit. And if you're surrounded by monsters, you can pause while in the automap. No matter if paused or not, you can turn off follow mode (using the "F" key) and use the arrow keys to scroll the map. Ports like GZDoom may make the automap easier to use because you get the option to have it overlaid without losing sight of your surroundings. It can also be textured so you get a better view of how each area looks (kinda like Google Maps satellite view). 0 Share this post Link to post
Doomkid Posted September 16, 2020 (edited) I rarely found myself getting lost in Scythe, Fava Beans, Coffee Break, Pirate Doom (for GZDoom), MagicDoom, and The Far Side of Phobos. I also try to make all of my maps reasonably easy to navigate. Hopefully you'll have fun with these suggestions 4 Share this post Link to post
Eric Claus Posted September 16, 2020 I have found Deathless pretty navigable. Some maps might be tricky but overall I didn't feel punished if I went the "Wrong Way". The challenge was more in the fights and "Solving" the map. Ymmv though. 1 Share this post Link to post
smeghammer Posted September 16, 2020 As said, very subjective. I don't mind a bit of exploring though. I guess also that a really well designed level will subtly point the way without being obvious about it. I think by definition almost, any huge level will always be hard to navigate though, even if it does have path pointers of some sort. I must admit, IDBEHOLDA does get used quite a bit for mew/big levels, particularly if I am running around in circles... Anyway, I recommend a classic mapset that is quite hard IMHO but also very obvious in terms of path - UAC Ultra. Another that is pretty good in terms of obvious path and excellent gameplay is Dark 7. 1 Share this post Link to post
CyberDestroyer Posted September 16, 2020 (edited) https://www.moddb.com/mods/linear-doom All your needs in one package it seems! 1 Share this post Link to post
Egg Boy Posted September 16, 2020 15 hours ago, Doomkid said: I rarely found myself getting lost in Scythe, Fava Beans, Coffee Break, Pirate Doom (for GZDoom), MagicDoom, and The Far Side of Phobos. I also try to make all of my maps reasonably easy to navigate. Hopefully you'll have fun with these suggestions I'm not having the same problems as OP but thanks for turning me on to The Far Side of Phobos, I've never heard of this one. 1 Share this post Link to post
BoxY Posted September 16, 2020 Try Magnolia or Finely Crafted Fetish Film. Extremely transparent and intuitive in layout and mechanics. See what I mean? 7 Share this post Link to post
Dirk Posted September 17, 2020 Thanks for the suggestions, everyone. I'm looking forward to trying these out this weekend! 0 Share this post Link to post