Reply To: Level design

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sorceress
Participant
#138

rnlf, those chapter markers were used in quake II as well if I remember rightly. I don’t really like them, even though they are technically more advanced, as I prefer to see distinct levels.

A lot of FPS games break the world into chunks which get dynamically loaded as you walk around (you get those little glitches in the framerate when it happens). Chapter markers feel no different than that to me, and programmatically, they probably are very similar.

Moving between one chapter and the next doesn’t feel like a proper start/end point. So when I cross a chapter marker I don’t feel like I’ve finished.

I grew up with 80s and 90s games which were predominantly level-based, so maybe that’s just what I’m most confortable with. But as I argued above, there benefits to distinct levels, and I’ve come to value their use over these more modern solutions.

Maybe that’s too subjective to make a proper discussion, but it’s just what I like 😀