Witch such limitations, there's really not much you can do with the level design (compared to Doom, where you can do pretty much "anything you like"). The biggest problem of those games is, that they can be. Another example is a lesser-known game C圜lones, which was yet more advanced in the aspect of room-over-room possibility. ROTT was more advanced, it had vertical movement and some more vertical variation, but still the greatest limitation was there. There were some more similar games, like Blake Stone, which had just a little more variety and gameplay mechanics. The most important example us Wolf3D, which was basically a "glorified" 2D maze with addition of doors, weapons, enemies, and pickup items. Some games were so much limited, that the maps could consist only of orthogonal walls bound to a static 2D grid. In the early time of 3D first-person shooters, there were many limitations to the game's engines, which was not a full unlimited 3D space.
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