Archived from groups: alt.games.doom (
More info?)
"Scott Amspoker" <see_sig@nospam.com> wrote in message
news:no62v0pef9m30lgv1sn5bqcllm3seekcpl@4ax.com
> "Bruce Chastain" <bachastain@XNOSPAMXsbcglobal.net> wrote:
>
>> "Cy Edmunds" <cedmunds@spamless.rochester.rr.com> wrote in message
>> news
1_Hd.35905$Xs6.6756@twister.nyroc.rr.com...
>>>
>>> Keep in mind that the original Doom was unable to place one room on
>>> top of another. Hence it was always possible to make a simple map
>>> drawn from above.
>>
>> Yes. I don't remember the name of the game, but I once played a
>> game where the tab key map was in 3D. It could be zoomed, panned
>> and rotated.
>
> The last game where I saw that was Descent. On large complex levels,
> its 3D automaps became a confusing mess. It's not surprising to me
> that FPS games in recent years have dispensed with the automap
> feature.
>
>> I wish they would have done the same with Doom3.
>
> I think D3 would have benefitted more from better level design. At
> times it's like being lost in a hedge maze. Those overhead maps
> really drove the point home with me.
>
> As much as I appreciate the rich complexity of the D3's virtual world,
> there is a sameness to that complexity throughout the levels.
> Perhaps if they made better use of distinguishing features and open
> spaces the player wouldn't get so disoriented. Hell, just LEAVING
> THE DEAD MONSTERS LYING AROUND would've made a *huge* difference with
> me.
That you can do, leave the bodies lying around. To me, they are
landmarks. They show my progress
Breadcrumbs in the forest, etc.
I just have to remember how I did it now
\
McG.