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Forums - Gaming Discussion - FPS Map Design, 1993 and Today

Barozi said:
Killiana1a said:

Further proof of the casualization of the FPS genre without mentioning multiplayer with recharging health, kill streaks, a level system rewarding time investment as opposed to skill, and on.

This post has me thinking when did this simplistic map design start?

Personally, my knee jerk reaction is screaming Half-life, but even in Half-life the indoor levels were labyrinthes.

I am going to pin the blame for the casualization on the first Call of Duty as it started as a scripted immersive experience as a soldier on the shores of Normandy. Yeah, Call of Duty is to blame.

As for Halo, even the most simplistic outdoor map in Halo makes the most complex Call of Duty map (pick a game from Call of Duty to Black Ops) look like a straight line from A to B.

sure.... because Call of Duty was the first FPS which did that...... sure

Actually Call of Duty was the one that tried failingly to emulate Medal of Honor back then. But I would definitely tag MoH as one of the first "oh look this is a cheap, skin deep scene that looks badass" approach to making games. At least MoH was a little less scrub friendly back then, what with the sniper level and everything.



Tag(thx fkusumot) - "Yet again I completely fail to see your point..."

HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374

Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420

gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835

 

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youarebadatgames said:

^ - An example of skill

Regenerating health is exactly why campfests happen, there are no items to fight for so you might as well sit around.

Quake is my game and it takes tons of skill, but don't think for a second that Halo doesn't take skill.



NiKKoM said:

e1m6

that's all what I have to say..

This man speaks the true gamer code.

And he is correct.



NiKKoM said:

Does anyone actually knows how those old games sold? I can only find that Quake 2 was at 1.000.000 plus and Quake 1 at 550.000....  So it's not really strange that developers made everything more noob friendly to get more sales... *looks at Black Ops sales numbers*


errr the PC kind of was a luxury in 1993....



OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoO

1993 represents entire game

2010 represents one level, enough said.



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It's funny how Doom was technically 2.5D.  It was 2D sprites in a "3D environment," but it wasn't true 3D.  It was more like the original Super Mario kart.  You couldn't have spiral staircases or bridges that you could go over or under.  It was a 2D map, but you could program each section of the map to have a top and bottom, just by entering a number.  So you wouldn't sculpt the map with 3D shapes like you do with Quake and everything afterwards.  You actually just draw flat rectangles, and then add numbers to create tall rooms, short rooms, alcoves, doorways, and stairways.  And yet, with all those limitations, those maps from Doom 1 and Doom 2 are still the best FPS maps.



Gilgamesh said:

1993 represents entire game

2010 represents one level, enough said.

A 21 year old male from Canada


ok thanks for your input of your memories from when you were 4...

if you read the comments, you'd realize that 1993 is map six of episode one (there was 28 maps in all... so actually much more content than in a 2010 game... add to that the ability to create and freely share maps as was the standard on PC till about 2008 when DLC became paid (thanks XBL&PSN))



OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoO

Gilgamesh said:

1993 represents entire game

2010 represents one level, enough said.


Do you even play FPS games?



I live for the burn...and the sting of pleasure...
I live for the sword, the steel, and the gun...

- Wasteland - The Mission.

Gilgamesh said:

1993 represents entire game

2010 represents one level, enough said.


Someone hasn't played Doom before.



You do not have the right to never be offended.

tuscaniman said:

Quake is my game and it takes tons of skill, but don't think for a second that Halo doesn't take skill.


I'm sure it does, of all the console FPSs it's the most skillful game given the control scheme, and at least they left in powerups to time.  I'll admit it does a lot for the esports scene in the US given the wide availability of the 360 and how spectator friendly it is, but I am much more impressed with the skill ceiling of the older games like quake.

Newer gamers won't be able to relate to relate to that, but that's ok.  There isn't too much overlap between Halo and Quake, and there's plenty of room for both.