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Best FPS level design

Arbiter

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Multiplayer? Q2DM1 vel The Edge - my most played MP map not only in Q2 but thanks to community effort - in Q1 and Q3A as well. A shame Saber won't port it to Quake Champions because they haven't implemented water mechanics.

How moddable is the engine? Can't water mechanics be scripted? Wikipedia tells me that the game uses idTech and Saber3D at the same time - this might explain performance problems.
 
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How moddable is the engine? Can't water mechanics be scripted? Wikipedia tells me that the game uses idTech and Saber3D at the same time - this might explain performance problems.

I'm not able to paste link to source interview but anyway, devs said that they're not gonna do any water levers. Maybe if game was open for community to make mods, custom maps etc. but it's against QC business model so that's not happening.
 

octavius

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I.G.I-2: Covert Strike, which is like a poor man's Deus Ex and a more uneven game, had some very good levels too, being large, open maps with the biggest Z axis I've seen in a FPS.
 
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
vCkbqoM8_o.jpg
 

Boleskine

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This is a fun article from last month.

https://www.pcgamer.com/history-of-90s-fps-secret-rooms/

How secret rooms created the magic and mystery of '90s first-person shooters
By Jody Macgregor 18 days ago

The definitive history of why so many shooters told you "A secret is revealed!"

Lt2wV3e79RswZQTcWHbbB4-320-80.jpg

(Image credit: Apogee)

My enduring memory of the original Doom isn't sprinting from room to room shotgunning demons. It's rubbing against every suspicious wall, hammering the spacebar while Doomguy grunts and textures blur. Or flipping a switch, hearing a door open, then working back through the level to figure out where. That was the only way to find those secret rooms and avoid the frustration of finishing a level with a score of SECRETS FOUND: HA HA YOU SUCK%.

David Kushner's book Masters of Doom tells the story of how id went from making Commander Keen platformers to the definitive first-person shooters. It mentions that Scott Miller, founder of Apogee, wrote to id to suggest the first Keen game should have secret areas to increase its replay value, just as the Super Mario games had. John Romero, interviewed by our own Wes Fenlon, says their inclusion was never in question. "Of course Commander Keen is so Mario-like we had to put secrets in there," he says, "and so all the Commander Keen games have tons of secrets in them. Because the secrets in Commander Keen are so great and so fun, when we started making our shooters, even Catacomb 3-D had secrets in it."

Catacomb 3-D is often forgotten, but it was an important step between Hovertank 3D and Wolfenstein 3D back in the days when id felt the need to tell you in the title exactly how many dimensions a game had. But even though Catacombs 3-D demonstrated that secret areas worked in first-person—that it was fun to see a doorway appear in front of you, revealing a space you could walk around as if you were actually there—Wolfenstein 3D almost didn't have them.

(more at the link)
 

Durandal

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My team has the sexiest and deadliest waifus you can recruit.
Why is verticallity considered a good design?
Because it requires that the player spends extra effort into figuring out their surroundings, making the process of figuring out how to navigate a level more satisfying, on top of giving the player and level designers more options to screw around with.

Therefore it stands to reason that 6DoF games like Descent and Overload have the best level design of any game.
 

Lyric Suite

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I think it's more about the general principle. Designers can have their ups and down and not every level ever made for a classic shooter is a masterpiece but it still matters that the player can still interact with the level and that space is used for the purposes of game play, whether we are talking about exploration or combat. I just despise the "theme park ride" experience a lot of modern shooters or modern games want to offer, where you are forced to respect certain boundaries and you have to compensate with LARPing. I don't want to pretend i'm doing shit i actually want to do shit.
 

AdolfSatan

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games like Descent and Overload have the best level design of any game.
Preach, brother. On the other hand, how could you of all people not mention Marathon? Those games are amazing in how consistently good their map design is.

OpenSpades features some of the best maps I've seen in a multiplayer FPS. The one modeled after the storming at the beaches of Normandy is probably my favourite ever, no other game I played captured as well that feeling of warring chaos.
 

Tehdagah

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Feb 27, 2012
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I think it's more about the general principle. Designers can have their ups and down and not every level ever made for a classic shooter is a masterpiece but it still matters that the player can still interact with the level and that space is used for the purposes of game play, whether we are talking about exploration or combat. I just despise the "theme park ride" experience a lot of modern shooters or modern games want to offer, where you are forced to respect certain boundaries and you have to compensate with LARPing. I don't want to pretend i'm doing shit i actually want to do shit.
Most modern shooters have enormous maps.
 

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