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Control freak - letting the player do their own thing


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When I map I find myself making fairly linear affairs because "the player will run away from this fight if I let him go". I dislike lock-ins, so this usually results in fairly linear encounters. Although I have gotten some positive feedback on fight quality, I year to make a good map where the player can stretch out, but still be challenged.

 

How do you deal with this without packing each square meter with meat? Lately I have started putting in optional fights, even large optional map parts and found that helps a bit, but these are side-branches mostly. How do you make a nonlinear affair without the player stumbling into a fight "at a wrong angle", how do you prevent cheesing by just running away without lock-ins? Ammo scarcity can be a magnet, or some monsters which cannot be left alone (Archie, Pain Elementals).

 

Maybe sometimes running away can be allowed, not every trap needs to be life or death I guess. Your ideas, thoughts, strategies?

Edited by Pechudin

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1 hour ago, rd. said:

* good ideas*

Also, title should be "their own thing." 

 

Hm, the resource angle is something I do not take into account that often, but is a good point. I usually sprinkle them around, but I guess bunching up ammo at one place can make it a necessity to return there.

 

Also, good point, fixed the title.

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I found a fun technical solution for letting otherwise abandoned monsters catch up with you: if they usually get stuck in one specific area, put monster-only teleport lines there, but then put the teleport destination(s) on top of another monster(s) that only wakes up later. Doom has failsafes against monsters teleporting on top of each other, so the abandoned monsters will only come in after that later fight begins and the monster walks away or dies. Just make sure that the abandoned monsters will be able to cross those teleport lines repeatedly.

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