An observation I have read many times in DOOM communities. Something happened to level design when graphics engines got more powerful. You would think the opposite would have happened, like today we should be discussing some of the most complex, useable and overall beautiful works in level design.
You know what's cool, a dungeon like Permafrost where you have to click levers and such to open gates. That swing blade trap in SolA. Heads on pikes at the entrance to Befallen and a well that takes you straight to the bottom if you are dumb enough to fall in.
Something was also lost when games became focused on maps and specifically quest markers. You can toggle that stuff off but the game world is not setup for it. Everquest is a sweet spot in design and player involvement (with other players sharing knowledge).
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