 I Think
#2092 posted by DaZ on 2008/08/24 11:53:32
what he meant was the visual side of things, its just room corridor room and they all look the same.
As a gameplay space, each area is actually setup very well, and usually there are multiple entry points and routes for the AI to take which makes each fight different.
I actually really enjoyed fear, I never quite understood why it gets such a bad rap.
 Blitz
#2093 posted by nitin on 2008/08/24 12:32:35
sorry I should have clarified that, I was speaking plainly from a visual sense. Hence my comment about the d2 like level generator. But I do not agree that just because the level design was meant to be realistic that it had to be that repetitive and boring. Splinter Cell games have better looking maps and they are all about realism.
What made the game fun was the intensity of the combats, the usefulness of the weapons and the AI. And as daz said most the fights were setup well for utilising the AI.
 I Agree With Nitin
#2094 posted by bear on 2008/08/24 14:03:06
I only played the demo though but there certainly is a difference between realistic and boring/weak.
 �_�
#2095 posted by Kinn on 2008/08/24 14:03:42
the layout of FEAR's levels was 100% designed to work with the AI. The distribution of cover points, multiple entry and exit routes, corridor loops, size and shape of the spaces etc. etc. was purely made to create the combat experience that the gameplay designers intended.
The art direction is another thing, and yes it was fucking boring as hell. I wish people would stop confusing the two things.
 FEAR
#2096 posted by Zwiffle on 2008/08/24 20:16:07
sucks.
 Heh
#2097 posted by necros on 2008/08/24 22:53:15
i'd say painkiller and fear are total opposites.
fear had shit visual design but good gameplay. painkiller and incredible visuals and boring gameplay. :P
 So, If We Can
#2098 posted by HeadThump on 2008/08/25 00:15:20
get those Painkiller maps to load into Fear, woo-hoo, win win.
I did love playing Fear exponentially more than I enjoyed Painkiller. Fear could get your heart beating with simple AI flank maneuvers, and those plain looking areas, in particular, I recall a basement near the start, could be creepy as hell.
 You Know
#2099 posted by RickyT33 on 2008/08/25 04:49:06
I noticed just then that in more than one place simnultaneously but also by pure coincidence two or more threads were "bigging up" AVP1.
Well I loved AVP1. The monster AI is pretty much the best I've seen, and not bad gameplay to boot.
Level design? (I liked it)
Shame AVP2 was so wank.
 Hm
#2100 posted by megaman on 2008/08/25 09:52:42
i liked the office environments in fear. they had something going with that nice brownish plain style. The industry environments sucked a bit, though; too generic random pipe/grate systems?
 Not Sure If The Point Was Clear
Both the gameplay and art in Painkiller were good (in my opinion), but the level design was poor to nonexistent.
You had good solid weapons and powerups, a good range of enemies with interesting behaviours... and an endless series of box rooms which did absolutely nothing to compliment or enhance the gameplay. Fail.
I don't actually know the details of the dev team, but if I had to guess I'd say the levels were made by artists from very basic plans provided by the game designer. They probably didn't have "level designers" at all.
 Painkiller.
#2102 posted by Shambler on 2008/08/25 10:54:04
Some cool levels. Or was that the expansion? Or both?
 Hrm
I didn't play all the way through it, but most PK levels I saw were literally like this:
1. Enter large box room. "Door" (ugly, out of place stone block that is) closes behind you.
2. Spawn 7 thousand waves of monsters, all of which charge directly at the player in aforementioned box room because there's no interesting combat terrain or any kind of AI scripting.
3. Defeat horde, "door" opens and you may exit the area.
4. Enter next area, go to step 1...
 Yeah
#2104 posted by Text_Fish on 2008/08/25 11:19:56
that's how I remember PK too.
And personally I didn't think the monster design was all that great either. Like the endless boxrooms, they just seemed to be endless variations on the same monster design but with a slightly different model/skin to complement the aesthetic of the particular level. Sure there were some interesting ideas in there like the HP-sapping scythe thing, but without any decent AI it's reduced to 'just another basic melee weapon'.
Deathmatch was a blast. It also had bloody brilliant netcode. I never ever ever had lag in Painkiller. Once again the level design let that side of the game down a little bit though.
 What??
#2105 posted by nitin on 2008/08/25 12:17:17
AvP2 was heaps better than avp1. Better levels, better AI and better immersion.
 I Found It To Be
#2106 posted by RickyT33 on 2008/08/25 13:35:31
more cartoony, less moody
maybe its just me...
 AvP2 Vs AvP
#2107 posted by Jago on 2008/08/25 13:39:54
I found AvP2 to better in pretty much all departments as well.
 Painkiller
#2108 posted by ijed on 2008/08/25 14:00:53
Did have some well-designed levels - the 'venice' (made by someone who's never been there) level was excellent - manouvere through the city taking various routes with the sun dawning as you complete the level, changing the lighting. The bigger enemy's can pick up the smaller ones to use as human shields.
Levels like that did tend to be exceptions though.
I wouldn't say they had artists designing the levels, just inexperienced level designers who allowed themselves to be pushed around by the art team.
#2109 posted by negke on 2008/08/25 14:38:56
I prefered AvP2 too, but AvP1 was scarier somehow.
 Agree
#2110 posted by DaZ on 2008/08/25 19:27:43
Avp2 was a great game, but was let down by the poor graphics engine :(
The models did look very cartoony and the animation was very jerky and generally very poor :(
I did prefer the graphics and atmosphere in avp1, though avp2 had a much better narrative and better gameplay scenarios in most places
#2111 posted by Kell on 2008/08/26 01:46:57
what avp1 did so well was the dark claustraphobia. The use of the vision modes - for all species - was masterful. Once they got that right, it didn't matter that the textures were hideous photosources and the level design bland and utilitarian.
And personally I didn't think the monster design was all that great either...they just seemed to be endless variations on the same monster design but with a slightly different model/skin to complement the aesthetic of the particular level.
Indeed.
The problem with PK was that it's designers clearly had a hard-on for oldskool FPS ( which was a good thing ) but they were under the sad delusion that DooM and Quake were great games because of two and only two things:
1. hordes
2. bunnyhopping
the rest of the experience seems to have completely passed them by.
This is a problem you get when the understanding of a type of game design is throttled by obsession with leetness; there's almost no diferentiation between players and designers, and expertise is reduced to an almost neurotic concentration on only a tiny area of gameplay.
 Fez
#2112 posted by metlslime on 2008/08/26 02:27:25
http://gamevideos.1up.com/video/id/17594
kind of a cross between Cave Story and Echochrome
 Fez
#2113 posted by bal on 2008/08/26 09:31:38
Yeah, been waiting for this one to come out, looks nice.
#2114 posted by Red on 2008/08/29 12:40:51
"Indeed.
The problem with PK was that it's designers clearly had a hard-on for oldskool FPS ( which was a good thing ) but they were under the sad delusion that DooM and Quake were great games because of two and only two things:
1. hordes
2. bunnyhopping
"
I agree 100% with you. I hated painkiller, it was just a mindless slaughter of hordes of identical monsters(with different skins). The pacing, the quality of the design of the monster, the setting\atmosphere, the level design were nothing like the classics of id software.
I hope some day a proper successor to quake\doom will be released.
 Grrrrrimmmm
#2115 posted by Spirit on 2008/08/29 17:41:50
 Halo: Combat Evolved
#2116 posted by [Kona] on 2008/08/31 13:31:45
Okay so I'm slowly catching up on all the games I've missed over the last several years. Haven't really played anything since 2001, apart from Unreal 2. I got a new computer this year (March) so I'm started from 2001 and playing all the good FPS since then! Already done Undying, WOT, SOF2 and this week played through Halo.
I was expecting it to be ugly repetitive shit, but gave it a chance. It didn't feature very good level design; there was alot of copy/paste of rooms and corridors, made worse by incredibly bland textures. But, the outdoors levels were good, and huge. Especially given this was released in 2001. I absolutely hated no quicksave and having to wait for checkpoints. Not because it was too hard, but some of the outdoor battles, eg. flying ships, gun turrets and rocket tanks with a dozen aliens on foot, can take up to 10min of strategy gameplay to get through. Getting 90% of the way through only to get hit by a rocket and having to start all over again is inexcuseable. I actually found most of these outdoors battle scenes (particularly in level 8) to be much harder than the final 2 levels. Where's the big finale aswell? A lame poor-handling buggy ride is the finale.
Only carrying 2 weapons at a time was also a rubbish idea. But with the machine gun and shotgun combination, some of the close range combat against the Flood was surprisingly enjoyable.
Still, with ugly indoor level design and only say 30% of the gameplay being enjoyable, I can't say I'd ever sit through the game again. Nor am I eagerly anticipating the sequel. Very, very overrated. And while the story was decent, it was nothing worth being made into a blockbuster.
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