|
|
|
|
|
by Pxtl
4286 days ago
|
|
For so many games of the era, that was a bug not a feature. How many hours did our generation spend lost in some poorly-rendered flat walls trying to figure out where the heck the next content was? I actually am one of the few gamers that was excited to see the move towards linear maps. I spent enough time in Doom and Hexen living in the Automap view, I'm done with that. |
|
To an extent, this might be attributed to the simplicity of engines and level editors at the time (I don't think I've seen an easier map editor to use than Build), but level design has definitely been dying over the past decade or so. Procedural generation is set to kill it off completely, but at least it can still offer non-formulaic environments. Potentially.