DRL > Requests For Features
Maze level type- is it really necessary to have them?
ParaSait:
--- Quote from: thelaptop on January 03, 2011, 17:11 ---Having the maze levels appearing later is probably not going to help this point; it'll just delay the eventual swearing when the same thing occurs to the well-equipped Doomguy at that stage.
--- End quote ---
... ánd make it more intense. :>
Game Hunter:
Here's a wide-maze example:
You picked up a small med-pack.
There is a green armor [1/1] (45%) lying here.
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Game Hunter Armor : green armor [1/1] (100%)
Health: 74% Exp: 3/93% Weapon: combat shotgun (7d3) [5/5]
cautious Phobos Base Lev4
There are SOME narrow passageways but it's mostly pretty big in general. This also gives rise to some rather nasty pockets of enemies, though.
thelaptop:
--- Quote from: Game Hunter on January 03, 2011, 19:18 ---Here's a wide-maze example:
You picked up a small med-pack.
There is a green armor [1/1] (45%) lying here.
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Game Hunter Armor : green armor [1/1] (100%)
Health: 74% Exp: 3/93% Weapon: combat shotgun (7d3) [5/5]
cautious Phobos Base Lev4
There are SOME narrow passageways but it's mostly pretty big in general. This also gives rise to some rather nasty pockets of enemies, though.
--- End quote ---
I think this is more of RNG luck. I have cases where it was mostly narrow ones in a nasty way. I think it boils down to how to tweak the generation algorithm to create more of such mazes (as in your screenshot) as opposed to the ones that we see more often [with more narrow corridors].
atat:
Personally I like maze level's they provide plenty of cover.
ParaSait:
--- Quote from: atat on January 04, 2011, 02:37 ---Personally I like maze level's they provide plenty of cover.
--- End quote ---
And always full of fun surprises! >^_^<
I will stop the sarcasm now.
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