Wraith777 Posted May 1, 2018 (edited) Oh boy, what a stupid idea – a scientific approach to a DooM-related problem. And that problem is… Linear/Nonlinear maps: which is which? Poster with all LPD's for UD, D2 and Final DooM https://www.dropbox.com/s/79ftcxzms6nppzr/DooM-LPD.pdf?dl=0 Since nobody actually tried to make such a classification and analyze maps based on it (or did he? Couldn’t find it) I've developed my own. I just didn't talk about it with anyone yet, so I hope it'll be interesting to discuss. And, off course, not everything here is 100% definite – those are simply my suggestions based on study and observation of various maps and are subjects of discussion and corrective actions:). First of all, this classification does NOT say anything about pros and cons of either linear or nonlinear maps, it only tries to generalize and simplify their classification. It also ignores such map properties as setting, difficulty, size, length, appearance (indoor/outdoor), shape (flat/volumetric), overall quality etc. So, there are some basic terms and rules regarding map classification by Level Progress and interpretation of maps based on it using Linear Diagrams which I call Level Progress Diagrams. Level Progress Diagram (LPD) is a simplified representation of map that depicts its Level Progress. LPD may be presented in either detailed or simplified to any extent forms. Level Progress is a sequence of all mandatory actions performed by player from the start of map till exit. These actions include going thru Pathways and visiting Key Points. Pathway is a map area that connects two keypoints. It can have any shape, for example that of a narrow corridor, small room or giant arena. Key Point is a map area that is mandatory to visit in order to progress further because it contains an essential object (key, switch, boss, locked door). Depending on the type of Level Progress all maps can be divided into Linear and Nonlinear. *LINEAR map provides level progress that can be simplified into a line on LPD. Examples of typical linear maps include: E1M8, E2M1, E3M1 Linear maps not always appear in their pure form, in that case they are classified as Generally Linear.Generally Linear maps may include structures of various nonlinear types (see further) but they are minor and don’t affect gameplay that much. Example: E1M2 is generally linear, even though it has two staircases to red key room the rest of a map is strictly linear. *NONLINEAR map contains alternative paths to key points, it’s level progress remains different from simple line after simplification on LPD. Nonlinear maps can be divided into 3 general types (which also may be combined):I) Fork maps generally include 2 or more alternative paths to keypoints (open or secret) which are significantly different from each other. This includes different ways to key/switch room, different ways to a key door, different paths with a same key color door at the end which lead to same area. Example: E1M1 is typical fork level since it has a secret path from beginning almost till the exit of map. There are also special types of forks, not so common: Key optional map has a key door and alternative paths without locked door that are either harder or hidden in the secret. Key interdependent map is a second grade key optional type, it provides different ways to obtain keys + all of them may be obtained in any order. Example: Alpha Accident E1M2 is typical a key optional level, you can pickup blue key via red door or go longer way thru the cellars. Also, an area with a switch can be accessed either thru red or blue key door. II) Collector maps have multiple independent ways to key points which may be visited in any order. Example: E2M6 is a typical Collector level, you hunt 3 keys in different areas the way you want, exit door is behind 3 colored doors. III) Grid maps have multiple ways to keypoints as well as multiple interconnections between pathways. Example: E3M2 is a typical Grid level since you have to navigate thru open maze of rocks to collect blue key Sandbox is a spacious type of grid map, it has more intersections and they are wider and bigger than keypoint areas, so that pathways are less defined than in a grid level. Example: E3M6 is a typical outdoor Sandbox level. Those 3 types and their subtypes may be are combined or even be included in a generally linear map. Examples: E4M3 – a collector sandbox with a fork and key optional areas. E4M5 – key optional grid E4M1 – generally linear with little fork E1M7 – generally linear with grid in the beginning Level progress diagrams also may have special pathway indications – Arena, One-Way Path and One-Side Access. Complete simplification of LPD may remove them sometimes (but not always). Arena is a large map area with minor structures or obstacles inside. It may belong to either linear or nonlinear map. Arena without any obstacles inside may count a linear map structure (since it becomes simply a big room). Arena with lots of obstacles (such as columns, walls, ledges, fences, stairs, ramps) that lead to keypoints in significantly different ways is nonlinear map structure. One-Way Path indicator is put if after achieving a key point player can’t go back the same way. It’s put for convenience of non simplified LPDs, after complete simplification they become simple lines. Example: E3M3 has a one-way path from flesh ceilings into blood channels One-Side Access differs from One-Way Path, because it removes itself after being activated. Example: in D2 Map28 player can access yellow key from the throne room, also there’s a way back to yellow door thru cavern with masterminds. If he gets to yellow key from the other side he needs to return back to yellow door thru the same corridor. LPDs for all Ultimate DooM and DooM2 maps: Overall, here is my final verdict for all Ultimate DooM and DooM2 maps based on LP classification. E1M1: nonlinear E1M2: linear E1M3: nonlinear E1M4: nonlinear E1M5: linear E1M6: nonlinear E1M7: linear E1M8: linear E1M9: nonlinear E2M1: linear E2M2: nonlinear E2M3: linear E2M4: linear E2M5: nonlinear E2M6: nonlinear E2M7: linear E2M8: arena E2M9: linear E3M1: linear E3M2: nonlinear E3M3: nonlinear E3M4: linear E3M5: nonlinear E3M6: nonlinear E3M7: nonlinear E3M8: arena E3M9: linear E4M1: linear E4M2: linear E4M3: nonlinear E4M4: nonlinear E4M5: nonlinear E4M6: linear E4M7: nonlinear E4M8: nonlinear E4M9: nonlinear Map01: linear Map02: linear Map03: linear Map04: linear Map05: nonlinear Map06: linear Map07: linear Map08: linear Map09: nonlinear Map10: nonlinear Map11: nonlinear Map12: nonlinear Map13: nonlinear Map14: nonlinear Map15: nonlinear Map16: nonlinear Map17: linear Map18: linear Map19: nonlinear Map20: nonlinear Map21: linear Map22: linear Map23: linear Map24: nonlinear Map25: linear Map26: linear Map27: linear Map28: nonlinear Map29: linear Map30: linear Map31: linear Map32: linear Edited December 10, 2023 by Wraith777 108 Quote Share this post Link to post
LexiMax Posted May 1, 2018 Wow, this is fantastic. Nice work, it must've taken some effort to assemble all of those charts. Perchance, did you get the idea from Boss Keys? The analysis reminds me a heck of a lot of that series. 2 Quote Share this post Link to post
Wraith777 Posted May 1, 2018 4 hours ago, AlexMax said: Perchance, did you get the idea from Boss Keys? The analysis reminds me a heck of a lot of that series. Actually no, but the scientific approach to such analysis is similar anyway for anything) 0 Quote Share this post Link to post
Jayextee Posted May 1, 2018 This is great stuff! I've found that often when approaching a map, I myself will draw what basically amounts to your simplified diagrams here to plan. Although we differ a little bit on the classification re: linear/non-linear (and it's not a bad thing). Personally, I only class a map (or even general game level, this stuff isn't DOOM-specific, and can be applied elsewhere in game design) as 'non-linear' per se if it isn't in fact a 'multi-linear' fork where paths don't cross or intersect (I've made a couple maps do this). Again, nice work here. Not a stupid idea at all IMO. 0 Quote Share this post Link to post
Dragonfly Posted May 1, 2018 Thank you very much for this - I think it's going to make me analyse my own levels some more. I've recently been making collector style maps; it would seem. Noticing that E1M1 has an entirely secret-only alternate path is something I should do in a map or two of mine. It's an often overlooked concept, despite it being in what is arguably the most iconic Doom map of all time! 2 Quote Share this post Link to post
Deadwing Posted May 1, 2018 (edited) Cool :D I've kinda been doing something like this for my next mapset, since I want to each map to feel more unique, but my classification is much more basic haha It has been working so far, though. I've been classifying my levels as: - indoor (classic doom I style), - city/village style (doom 2 eII) - courtyard/hub (one big central area) - outdoor (a set of open areas connected to each other) - boss arena (shorter level with one central arena with a very difficult fight). Then, for linearity, I go: - adventure (you barely revisit old areas) - linear (the level interconnects with itself, but it's always one path) - guided non-linearity (one or two main branches, but mostly the experience for the player will be the same regardless the path) - key hunt (the collector one) - basic non-linear (aka you can go anywhere, the experience changes according with the path) - star-model non-linearity (from a central point you can go to several peripheral areas, which are also connected with each-other - similar to non-linear, but with always this structure) Edited May 1, 2018 by Deadwing 7 Quote Share this post Link to post
Wraith777 Posted May 1, 2018 11 hours ago, Jayextee said: Although we differ a little bit on the classification re: linear/non-linear (and it's not a bad thing). Personally, I only class a map (or even general game level, this stuff isn't DOOM-specific, and can be applied elsewhere in game design) as 'non-linear' per se if it isn't in fact a 'multi-linear' fork where paths don't cross or intersect (I've made a couple maps do this). I'm having similar thoughts about 'collector' type: on one hand, technically it counts as nonlinear, because you can perform actions in any order to proceed further on the same map. On other hand, strictly collector-type map simply falls apart and may count as multiple separate levels. That's why there are actually no pure collector levels in original games: this is simply a bad designer choice. The only exception is E2M6, but it still has a clearly formed beginning and later a large 'hub' for paths to 3 keys. It's just that oversimplified LPD doesn't show those details and it becomes a typical collector type. Don't forget that there is a possibility to build a collector without crosses or intersections, for example a player can see and shoot enemies from a window/ledge/fence that belong to parallel path, or can activate some triggers that influence gameplay on other branches. 10 hours ago, Dragonfly said: Thank you very much for this - I think it's going to make me analyse my own levels some more. I've recently been making collector style maps; it would seem. Noticing that E1M1 has an entirely secret-only alternate path is something I should do in a map or two of mine. It's an often overlooked concept, despite it being in what is arguably the most iconic Doom map of all time! Yes, it's actually a good idea for a basic self analysis. I've tried to make it for Alpha Accident, it's just that maps are so much complicated there regarding exactly nonlinearity (which was one of the main purposes of this wad). It shows that I really like key optional/interdependent grid/sandbox collectors :) By the way, E1M6 is indeed a true indoor sandbox Still, this may be AA's problem: sometimes you need a straight and defined gameplay, to see a clear picture of level, which can be provided by linear map. But here every next map throws player into a grid or even a sandbox, and this can get tiresome for a lot of people. That's why levels in Episodes 2 and 3 should be more diverse in terms of level progress: even if there are no strict linear maps (which i actually don't like to build), there should be more fork maps and at least a few generally linear maps. 9 hours ago, Deadwing said: I've kinda been doing something like this for my next mapset, since I want to each map to feel more unique, but my classification is much more basic haha It has been working so far, though. In general, I classify levels by multiple basic criteria, which are considerably interconnected: 1) appearance (indoor/outdoor) 2) style (techbase/city/antic/horror/hell/nature/alien etc and their combinations or aggregates) 3) architecture (orthogonal/classic/amorphous) 4) layout (centralized/distributed) 5) realism (realistic/pseudo-realistic/abstract) 6) gameplay type (adventure/classic/slaughter) 7) level progress (linear/nonlinear) 8) size 9) length 10) difficulty Well, those last three are purely subjective and may be thrown away most of the times) Regarding players backtrack: I think it should to be shown on detailed(full) LPDs (because it just disappears after LPD is simplified, which is done for all maps shown in by me here) 2 Quote Share this post Link to post
joepallai Posted May 1, 2018 (edited) This reminds me of Melan's work on adventure design to some extent. Very interesting. Here is a link for Melan's article in case anyone is interested http://www.darkshire.net/jhkim/rpg/dnd/dungeonmaps.html Edited May 2, 2018 by joepallai added link 3 Quote Share this post Link to post
Soundblock Posted May 2, 2018 (edited) Interesting dissection. This got me thinking about discussions we used to have in different studios & fora around the time of the first-person shooter taking off commerically, in the wake of Doom. A recurring theme was do's and do-not's. Interconnectivity was early on noted as something desirable that made a level's progression potentially more interesting than linear "rail-shooter" action, straight corridor-shooting or cheesy mazes. As a product of these discussions I some time during the late 90's drew the following sketch to illustrate a type of playflow one might aim for in the maps we were making at the time. Often technical limitations then would prevent one from achieveing as much interconnectivity as one might like, and I don't think I ever needed to show to anyone this to explain how to map, most mappers working then already had a pretty good idea of where they wanted to take things, but I drew it out after-the-fact as the result of some discussion or other. Don't know exactly how relative this sketch is to your map-type breakdown, or where it would fit in, but the subject made me think of it, so here it is: - "key events" could be anything that makes a previously uinavailable area available, be it a key, raise/lower switch or ability upgrade. - "locks" would be the location blocking access to the next area ...that's my meager contribution to an interesting debate anyway. =) Edited May 2, 2018 by Soundblock 7 Quote Share this post Link to post
DeadAstronaut Posted May 2, 2018 Amazing post! Thank you for the graphs, this is fantastic to look at. 0 Quote Share this post Link to post
Linguica Posted May 2, 2018 So which of these do I carve into a fencepost to warn the other hobos in the area that the man in the house there has a mean dog? 17 Quote Share this post Link to post
leodoom85 Posted May 2, 2018 (edited) This is such an interesting point of view by classifying all maps by a diagram. Hell, this should be a sort of model to follow... Edited May 2, 2018 by leodoom85 doh 0 Quote Share this post Link to post
Daemon Doomer Posted May 2, 2018 I thought that most of the Doom maps let you go where you want in order to get to the exit. And the "corridor to the exit" is formed by yourself. 0 Quote Share this post Link to post
Pegleg Posted May 2, 2018 27 minutes ago, Gordon Grand said: I thought that most of the Doom maps let you go where you want in order to get to the exit. And the "corridor to the exit" is formed by yourself. To a degree. There is never a situation on any map where Doom will stop you from going down a particular path and will tell you to return to the battlefield or something like that. You can wander around levels as much as you want, that is true. In E2M1, you can go through the left door or the right door to get to the red key and you can wander around outside as much as you want (at least until you reach the wall). But once you have the red key, there's essentially only 1 way to go. In Map01, you can go into blue room with the zombiemen if you want or you can go outside through the secret door if you want, but not doing either of them doesn't affect your overall path to the exit. You still have to walk down the hall and to the exit door, thus making it linear (overall). E1M1 is linear, too, prior to v. 1.9. So, this diagramming essentially boils down the overall structure of the map to reflect the overall things you have to do. Consider this example, suppose you have a starting room that leads a corridor with six doors. The corridor also ends at another small room with an exit switch. There are windows next to six doors looking out into other playable areas. The playable areas on the other side of each door cover an area equal to one of the larger iwad levels and they're all interconnected through corridors, teleporters, etc. However, you don't have to visit any of them to exit the level. According to the logic laid out in the OP, such a level would be linear. But you would still be free to wander around and explore, it just wouldn't have an essential effect on the progression of the level. 1 Quote Share this post Link to post
Daemon Doomer Posted May 2, 2018 (edited) N/A Edited March 17, 2023 by Daemon Doomer 0 Quote Share this post Link to post
Pegleg Posted May 2, 2018 15 minutes ago, Gordon Grand said: I still I have a "non-linear" feeling in Doom maps. They are different from COD maps, which are really "corridor-like". I agree with you completely, Doom maps are very different from COD (or a lot of other shooters) maps, which basically do force you to go a particular way, regardless of the actual detail and scenery. Doom allows you to explore. 0 Quote Share this post Link to post
Wraith777 Posted May 2, 2018 19 hours ago, Soundblock said: Don't know exactly how relative this sketch is to your map-type breakdown, or where it would fit in, but the subject made me think of it, so here it is: - "key events" could be anything that makes a previously unavailable area available, be it a key, raise/lower switch or ability upgrade. - "locks" would be the location blocking access to the next area Same thing here, I just forgot to mention that key points are divided into key and locked areas (colors red-yellow-blue are conditional here and can be applied to switch-door pairs also), you can see both on all LPD's I've shown here. 6 hours ago, Gordon Grand said: I still I have a "non-linear" feeling in Doom maps. They are different from COD maps, which are really "corridor-like". And that's exactly what was intended to be shown here also: linear maps in DooM are not equal to those found in plenty of guide rail shooters. E2M1, E2M3 or E2M7 provide so much freedom for exploration that players actually loose any care about their overall linearity. A ride with plenty of good options is a good linearity, and the one with good alternatives - a good nonlinearity. 0 Quote Share this post Link to post
kb1 Posted May 4, 2018 Very fascinating! You've put many hours into this, obviously. Which brings me to another interesting point. Automatic level generators like Oblige perform an internal version of this type of data, out of necessity. All generated maps must be complete-able, so you must be able to, say, find the red key outside of the red room, for example. Furthermore, the smart bot engines, like AutoDoom, use A* pathfinding, and floodfill algorithms to understand Doom map navigation, and "i before e, except after c" rules. What I'm getting at is, maybe, it just might be possible to combine these technologies with your level classification and chart-making capabilities, to create a system that could generate LPD's auto-magically, which would thrill me to death. It's an incredibly descriptive level classification method that fits in a small space, can be drawn beautifully, and requires no words (except for chart labels). Doom engines might even be able to draw them like they draw the automap. @Wraith777Do you think it could be possible? How difficult was it to determine the proper classification for the IWAD's maps? How long did it take? And, do you think an exact criteria could be defined for each decision that goes into the making of the final chart? Is some of it subjective and based a bit on educated opinion, or can it be made into an exact science? (Sorry for all the questions...it's an awesome topic!) 3 Quote Share this post Link to post
Aquila Chrysaetos Posted May 4, 2018 Huh. I interpreted nonlinear maps as having multiple pathways, some you would have to traverse, others you wouldn't, to reach the exit. Conversely, I thought of E1M1, for example, as being linear, given there are only two ways to go, and one through a secret, no less, to the same endgoal. No branches, just two different hallways. This changed my thought process, because I really like nonlinear maps. 0 Quote Share this post Link to post
Wraith777 Posted May 13, 2018 On 5/4/2018 at 5:34 AM, kb1 said: @Wraith777Do you think it could be possible? How difficult was it to determine the proper classification for the IWAD's maps? How long did it take? And, do you think an exact criteria could be defined for each decision that goes into the making of the final chart? Is some of it subjective and based a bit on educated opinion, or can it be made into an exact science? (Sorry for all the questions...it's an awesome topic!) I don't exactly know how level generator algorithms work, but they could indeed include some external data in form of LPDs. Big problem was to determine general criteria of classification regarding nonlinearity. The whole idea was to develop classification not only for IWAD maps, you can classify any map this way. This idea came to me pretty long ago (5-6 years) and lied on shelf until.. now. Actually, main criteria of creating LPD's ARE defined and all of them are objective, see examples further. Main criteria is: linear levels don't include alternate paths (no more than 1 path from one key point to another on LPD), may/may not include optional paths (dead ends on LPD).LPD's are created in 4 steps: 1) A Wireframe is created based on actual map layout. It depicts main (green), alternative (purple) and optional (light blue) paths 2) Wireframe is simplified into linear form, but it still depicts backtrack. More simple form doesn't include optional areas 3) Backtrack form is transformed into linearized form, which depicts level progression in one-way form. 4) Based on two previous forms pictographic form is made that gives short characteristic of level progression. This form also includes backtrack Let's see this process for all level typesLinear Backtrack form clearly shows that E2M7 is a linear level: west part of it remains optional until player gets yellow key and even after this there's no reason for him to come that way only to get back to same computer hall. Minus all optional areas and you get a straight line. Form4 is based on Form2 and shows a structure that may be called 'pseudo-fork'. Fork E1M1 is simply a fork, form3 and 4 look very similar, only difference is that Form4 shows alternate path as a secret one-way path Collector E3M6 has pretty complex layout, but after simplification and minus small alternatives and all options it becomes simply 3-key collector (Form4) Form3 shows that in total there are 6 combinations of key collection sequences. Grid E4M5 Form3 itself looks like a grid, that's why whole level class is called that way. Form4 shows a key optional grid with forked access Sandbox Actually, looking at Forms2 and Form3 of map12 it's impossible to tell difference between sandbox and greed, but the point is that there is infinite number of those one-way paths down from ramps outside of buildings, they are just not shown here (big open spaces with obstacles within them are typical for sandbox, no matter if it's indoor or outdoor). Also, in the end we have a giant collector: 5 switches need to be operated in any order. This clearly shows that quantity of collecting combinations obey the factorial function: 5! = 5*4*3*2*1 = 120 combinations Form4 may be drawn as sandbox 2-key collector with 5-key collector in the end. Overall, you can do it for any map. It may be even used to.. make a psychological portrait of mapper based on LPD's of all his maps (like Rorschach test) :) 20 Quote Share this post Link to post
Wraith777 Posted November 4, 2018 Ok, it's time for something fresh here. Let's take a look at... TNT Evilution! It wasn't easy to track down player progression because TNT's map are larger and more complex than D1/D2 ones, also I barely remembered them so I had to replay it (a good reason, by the way). So, in the end it was somewhat unexpected to me that a lot of maps here are completely linear: Map01: linear Map02: linear Map03: nonlinear Map04: nonlinear Map05: linear Map06: linear Map07: linear Map08: linear Map09: linear Map10: linear Map11: nonlinear Map12: nonlinear Map13: nonlinear Map14: linear Map15: nonlinear Map16: linear Map17: nonlinear Map18: nonlinear Map19: linear Map20: linear Map21: linear Map22: nonlinear Map23: nonlinear Map24: linear Map25: nonlinear Map26: linear Map27: linear Map28: nonlinear Map29: linear Map30: linear Map31: linear Map32: linear Next stop: Plutonia. 20 Quote Share this post Link to post
joepallai Posted November 4, 2018 This is outstanding work Wraith777. It really is a fascinating take on Doom mapping and I look forward to more. 0 Quote Share this post Link to post
GarrettChan Posted November 4, 2018 Excellent job. Can't wait until the Plutonia one because I'm personally more familiar with that than TNT. 0 Quote Share this post Link to post
elend Posted November 4, 2018 First time I see this. Very great work. 0 Quote Share this post Link to post
Bob9001 Posted November 4, 2018 4 hours ago, Wraith777 said: Ok, it's time for something fresh here. Let's take a look at... TNT Evilution! It wasn't easy to track down player progression because TNT's map are larger and more complex than D1/D2 ones, also I barely remembered them so I had to replay it (a good reason, by the way). So, in the end it was somewhat unexpected to me that a lot of maps here are completely linear: Map01: linear Map02: linear Map03: nonlinear Map04: nonlinear Map05: linear Map06: linear Map07: linear Map08: linear Map09: linear Map10: linear Map11: nonlinear Map12: nonlinear Map13: nonlinear Map14: linear Map15: nonlinear Map16: linear Map17: nonlinear Map18: nonlinear Map19: linear Map20: linear Map21: linear Map22: nonlinear Map23: nonlinear Map24: linear Map25: nonlinear Map26: linear Map27: linear Map28: nonlinear Map29: linear Map30: linear Map31: linear Map32: linear Next stop: Plutonia. Hmm, very interesting plotting you've done here! But i have to ask why do you class a map like Map17 as nonlinear, but then say a map like map 20 is linear? Am I missing something or? 0 Quote Share this post Link to post
Wraith777 Posted November 5, 2018 18 hours ago, Bob9001 said: Hmm, very interesting plotting you've done here! But i have to ask why do you class a map like Map17 as nonlinear, but then say a map like map 20 is linear? Am I missing something or? Well, let's just analyze them. Red digits represent players progression stages. green lines - main path, magenta lines - alternative path, cyan lines - optional. TNT MAP17 1a or 1b - enter the building thru 2 different doors. 2a or 2b - collect yellow key either going thru south-east corridor or north passage. 3a or 3b - enter nukage pool thru left or right door. 4a or 4b - exit nukage pool thru one of 2 doors and proceed to main lobby thru south or north passage 5 - go thru blue access door and collect red key 6 - open red access bars and exit level As you can see here, alternative cover relatively significant portion of map areas, forming large forks, so overall this map is Nonlinear(Type I).TNT MAP17 1 - go thru the only door to the right 2 - after long pathway you collect red key and either 3a - just backtrack to red door or 3b - go to teleport which takes you to the start of the level /although this is truly alternative way it doesn't provide anything new, being simply a time saver 4 - proceed thru the caves and take blue key (at this point there's a high waterfall forming one-way path) 5 - go to the circular cave and open blue door 6 - open passage and take yellow key 7 - return to area near red key placement and open yellow door 8 - pass thru water channel either from left or right and open blue door (which seems to have no sense at this point) 9 - go thru teleport to the right and jump from the cliff. here you have and option to use another teleport but it's pointless 10 - go to hidden lift, where you can save little bit time by using secret teleport 11 - go thru canyon perimeter and finally teleport to the exit In this level all the alternatives are insignificant, don't add anything to experience, so they may be easily neglected. That's why, in my opinion (and based on LPD analysis, of course), this map is completely Linear. 6 Quote Share this post Link to post
Wraith777 Posted November 6, 2018 And here it is: Plutonia experiment This time everything was more obvious for me, because I remember it much better. Map01: linear Map02: linear Map03: nonlinear Map04: linear Map05: linear Map06: linear Map07: linear Map08: linear Map09: linear Map10: linear Map11: nonlinear Map12: nonlinear Map13: linear Map14: nonlinear Map15: linear Map16: nonlinear Map17: linear Map18: nonlinear Map19: linear Map20: linear Map21: linear Map22: nonlinear Map23: nonlinear Map24: linear Map25: linear Map26: nonlinear Map27: linear Map28: nonlinear Map29: nonlinear Map30: linear Map31: linear Map32: nonlinear 10 Quote Share this post Link to post
Linguica Posted December 3, 2018 I came across https://mermaidjs.github.io which has a live editor that you can use to make graphs like this: 11 Quote Share this post Link to post
Fonze Posted December 3, 2018 That graph makes me think about some YouTube videos on game design I watched somewhat recently: the Boss Keys series by Mark Brown uses some really cool graphs for the dungeons of Zelda, which he refined as the series went on. 1 Quote Share this post Link to post
fraggle Posted December 3, 2018 On 11/6/2018 at 3:28 PM, Wraith777 said: And here it is: Plutonia experiment It would be great if you could aggregate all these into poster format; they look compact enough that I assume you could fit all four IWADs on one poster print. 4 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.