HEROES OF MIGHT & MAGIC
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I feel Episode 3 got better again, though. The levels are more arena like (especially E3M6, which is just a huge area with a few buildings on it).
If I’m not mistaken, the Episode 2 levels were made earlier than Episode 1 levels. (I’d have to watch the DOOM post mortem from GDC 15 (I think) again to be sure).
toasty, you can reconfigure the keys in default.cfg.
key_right 0 key_left 0 key_up 17 key_down 31 key_strafeleft 30 key_straferight 32 use_mouse 1 mouse_sensitivity 15
That makes it behave almost like a modern FPS, you just have to make sure you don’t move the mouse up and down, because that will make you walk in that direction 😉
I’ve played through most of Episode 1 now (until I hit a bug that killed me and I lost the engagement to continue).
I like the leveldesign so far. The game is making use of many sharp turns behind which often a whole army of enemies is waiting. Stylistically it reminds me a lot of later games, including the different Quakes and later Dooms.
As others already mentioned, the level design forces you to pass through the same area multiple times, to get different keys or use levers that open doors or pathways.
Because the levels are relatively small overall, backtracking through already cleared areas is a lot less tedious than it would be in a level of modern dimensions.
There are often smart and less smart ways to approach a certain level. Often you can kill off a bunch of enemies from relative safety before entering a new area.
Two things I don’t like very much though:
a) When getting killed in a level, it is often _very_ hard to survive the first wave of enemies. You start with nothing but the pistol and often have to improvise, kill the first enemies (that don’t wait for you!) in a certain order to get a shotgun, run over radiated water multiple times just to survive the first minute of the level or so.
b) The lacking AI forced the level designers to replace smart enemies with hordes of enemies. While that I feel that is part of DOOM’s gameplay, it also feels older than the rest of the game from today’s perspective.
Grand Prix Circuit is one of my oldest games memories. Played it on a friend’s computer in primary school. We didn’t understand anything about DOS back then and he had a list of commands we had to type to start different games he had installed (I remember Grand Prix Circuit, Arkanoid and Battle Chess).
Since all commands began with “cd” we thought that was meant to select the game and the actual executable name was some kind of password.
So, “cd granprix” and then the password “gpega” 😀
It was all very mysterious back then. I was wondering what other games where hidden on the machine that we would never find because we didn’t know the name or the “password”.
He also knew about “dir”, which we tried and whcih displayed some arcane information we never understood, but of course we noticed that granprix and chess were among them words it showed so we tried the others but failed at the “password” of course.
Ah, children are dumb 😀
I didn’t play any of the recent block buster FPSs, but in most that I have played, you seem to pass through each area at most a few times, and usually only when you’re solving a puzzle. Most seem to be more linear in many respects. Probably because they have a stronger focus on the story.