DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Fan Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

Non-linear mapping
Page 1 of 1
DieHard Wolfers Forum Index -> Mapping Mania View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
Barry
DieHard Officer
DieHard Officer


Joined: 27 Aug 2008
Last Visit: 28 Oct 2017

Topics: 64
Posts: 565

blank.gif

PostPosted: Wed Sep 07, 2016 2:17 pm
   Subject: Non-linear mapping
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

What are some of your approaches for creating maps that are non-linear? Wolfenstein is inherently less linear than most modern shooters, but if you are looking to get away from the typical Start --> Key1 --> Key2 --> Elevator progression i.e. giving the player multiple ways to solve a map, what are some of the ways you approach it?

_________________
Atomprojekt Download: http://www.wolfenvault.com/files/barry/ATOM.3.zip
Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 1:36 ago.

Topics: 160
Posts: 8008
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Wed Sep 07, 2016 4:35 pm
   Subject: Re: Non-linear mapping
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

There's always the "Pushwall shortcut" route, and I admit it makes mapping for your mod a little more interesting. I also use "concept maps" if all else fails. My Operation: Kill BJ! mod had a number of these. E5L10 was my personal favorite, as it had two different paths that both led to an elevator, but each route led to a different set of experiences. E6L6 is another two-ways-two-elevators map, but I didn't think that one was quite as well designed. That level forced you to push one of two Pushwalls to progress in the map, and the pushed wall would block your way to the other side of the map. Eventually you'd experience an attack from the opposite side of the map, and afterwards you'd find an alternate route to get to the remaining rooms you had blocked off earlier.
Barry
DieHard Officer
DieHard Officer


Joined: 27 Aug 2008
Last Visit: 28 Oct 2017

Topics: 64
Posts: 565

blank.gif

PostPosted: Wed Sep 07, 2016 11:00 pm
   Subject: Re: Non-linear mapping
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Tricob wrote:
There's always the "Pushwall shortcut" route, and I admit it makes mapping for your mod a little more interesting. I also use "concept maps" if all else fails. My Operation: Kill BJ! mod had a number of these. E5L10 was my personal favorite, as it had two different paths that both led to an elevator, but each route led to a different set of experiences. E6L6 is another two-ways-two-elevators map, but I didn't think that one was quite as well designed. That level forced you to push one of two Pushwalls to progress in the map, and the pushed wall would block your way to the other side of the map. Eventually you'd experience an attack from the opposite side of the map, and afterwards you'd find an alternate route to get to the remaining rooms you had blocked off earlier.


I just finished up designing a map I call "As Above So Below" that uses this approach. The player pushes one of two walls in the beginning and that determines what side of the map they will play. The sides are inverses of each other (in theme, not in layout or gameplay as the player will have a different experience depending on the side they take). There is a secret tying both sides together for people who are playing for 100%.

All in all, I think this is one of my favorite levels that I have ever designed.

_________________
Atomprojekt Download: http://www.wolfenvault.com/files/barry/ATOM.3.zip
Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
ronwolf1705
Moderator
<B>Moderator</B>


Joined: 31 Jul 2006
Last Visit: 5:57 ago.

Topics: 69
Posts: 3673

blank.gif

PostPosted: Thu Sep 08, 2016 4:49 am
   Subject: Re: Non-linear mapping
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Pushwalls are an option. Just having different routes towards different keys, but have some interconnecting rooms inbetween, is an option. Saves on having to backtrack too much. Having 4 colored doors at the end, and the rest the player can decide for themselves, is something I've done.
Chris
DieHard Wolfer
DieHard Wolfer


Joined: 11 Mar 2003
Last Visit: 30 Oct 2017

Topics: 55
Posts: 2115
Location: Canada
blank.gif

PostPosted: Thu Sep 08, 2016 12:35 pm
   Subject: Re: Non-linear mapping
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

there's this user I know on DHW forum named ronwolf1705 who has made some GREAT non-linear maps! Very Happy
Arielus
Moderator
<B>Moderator</B>


Joined: 13 Mar 2003
Last Visit: 14:22 ago.

Topics: 20
Posts: 714
Location: Buenos Aires, Argentina
argentina.gif

PostPosted: Thu Sep 08, 2016 7:02 pm
   Subject: Re: Non-linear mapping
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Just to clarify: when we say "non-linear" maps, we of course mean maps that whilst non-linear in design, they will allow the player to explore everything somehow and as a result get 100% ratios?

Thanks,

Ariel

_________________
Hot to Rock - Long Live Metal!
Barry
DieHard Officer
DieHard Officer


Joined: 27 Aug 2008
Last Visit: 28 Oct 2017

Topics: 64
Posts: 565

blank.gif

PostPosted: Thu Sep 08, 2016 7:42 pm
   Subject: Re: Non-linear mapping
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

Arielus wrote:
Just to clarify: when we say "non-linear" maps, we of course mean maps that whilst non-linear in design, they will allow the player to explore everything somehow and as a result get 100% ratios?

Thanks,

Ariel


Correct. I prefer not to create situations where 100% cannot be obtained. For instance, in my recent non-linear map, the player can choose one of two paths that have two different experiences (and in the beginning the opposite path is blocked off) but later in the map there is a secret tying them together so 100% can be obtained.

_________________
Atomprojekt Download: http://www.wolfenvault.com/files/barry/ATOM.3.zip
Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> Mapping Mania View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 1 of 1
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts TGOEL Wants you, to help with mapping!
Author: Metal Overlord
10 2079 Tue Jan 18, 2005 7:37 am
Metal Overlord View latest post
No new posts mapping help for Die Hard Wolfer's TC needed
Author: Ringman
16 3156 Sun Aug 01, 2004 6:53 pm
Ringman View latest post
No new posts Have you ever created a map with hidden design in it?
Author: Martin
3 3674 Wed Feb 18, 2004 5:15 pm
Adhesive_Boy View latest post
No new posts Map Making Mania Melee
Author: Zach
97 11327 Fri Jan 30, 2004 10:31 am
nova View latest post
No new posts Mapping help
Author: wolf3dbreaker
1 1045 Thu Jul 24, 2003 10:53 am
Adhesive_Boy View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subBunker Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group