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Essential items behind pushwalls: Does it ruin a map?
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Barry
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PostPosted: Wed Jun 15, 2016 3:29 pm
   Subject: Essential items behind pushwalls: Does it ruin a map?
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I used to do this a lot in my early sets, but in Armageddon and the Road to Neuschwanstein it was for the most part minimal (though there was still a few levels that had essential items hidden).

What's your opinion? Does this ruin a map or does it not? My take on it has evolved over the years. I think its forgivable if its made very obvious that you need to push a wall to get something essential. An example of this is having a single wall tile with a column on each side of it and behind one of the columns you see one of the keys. You push the wall to get access to it. This is acceptable. Another way its acceptable is if you are designing puzzle/labyrinth themed maps. This is something that (like mazes) in concept sounds like a great idea, but its a lot more difficult to pull off than it sounds. The classic mod Temporary Insanity did it very well, but a lot of mods have tried it where it just didn't work, including my own first set as well as parts of the Six Depths of Terrorism (many probably were never patient enough to push through the early labyrinth levels to get to the much better second half of the game, or they used cheat codes to skip through it).

So what are your thoughts on this?
AlumiuN
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PostPosted: Wed Jun 15, 2016 4:11 pm
   Subject: Re: Essential items behind pushwalls: Does it ruin a map?
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I only tend to do it when it's made reasonably obvious that pushing something is necessary, and that the the thing that is necessary to push is not a long distance away from where it becomes obvious.
Tricob
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PostPosted: Wed Jun 15, 2016 4:15 pm
   Subject: Re: Essential items behind pushwalls: Does it ruin a map?
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I view the Secrets ratio as being something you reward the player for when he does more than he really needs to when completing a level. "Awarding" the player for finding necessary secrets seems kind of self-defeating as far as what the Secrets count is all about. That's just my cents, and it's probably not a majority opinion. Smile
fraggeur
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PostPosted: Sun Jul 03, 2016 1:31 pm
   Subject: Re: Essential items behind pushwalls: Does it ruin a map?
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I tend to agree with Barry overall... I could imagine a mod that is intentionally labelled as "hardcore using vicious tricks" doing such things in whole freedom. But by default, no.
MrWolfForever
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PostPosted: Sat Aug 13, 2016 3:49 pm
   Subject: Re: Essential items behind pushwalls: Does it ruin a map?
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Okay: Original E2M2, E3M4, E3M8, E6M7

Not okay: Original E4M5 and E4M7

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