Doom Marine Posted November 30, 2004 Superseding such elements as enemy placement and visual detail is the architecture of a map. Architecture has less to do with aesthetics than facilitating player's movement, springing traps, dropping/gaing elevation, firefights, etc etc etc, whether it be a cramped catacomb or a sprawling arena, the shape/structure of the environment determines the gameplay of a level above any other factor. I subjectively believe that architecture accounts for half the gameplay in most given maps... 0 Share this post Link to post
Job Posted November 30, 2004 Interesting enough, though it's all been said before. Nevertheless, I may be inclined to agree. 0 Share this post Link to post
Bucket Posted November 30, 2004 Indeed. The Doom engine is more advanced than the Wolfenstein engine; any map that doesn't use this to full effect has no reason being made. In contrast, there are plenty of relatively flat or simple maps that do the job. 0 Share this post Link to post
gemini09 Posted December 1, 2004 More like 100% the gameplay, if we're talking about PWADS... Numbermind, you sound like you're stuck in a paranormal dimension where the year is 1994. In newer games, like Unreal Tournament 2003/4 though, for example, it seems alot of mappers try to make some sort of superdetailed computer art, instead of good playable deathmatch maps. 0 Share this post Link to post