If you want to cherrypick, compare the beach house, which is the first main quest in Bloodlines, to the equivalent in Deus Ex, Liberty Island. The amount of freedom there is unchallenged, and you will find exactly one single vent in the entire map (letting you circumvent a laser trap). And it's not like Bloodlines doesn't have its share of convenient vents.Of course Bloodlines is better in my opinion , but what really makes me wonder is that several people praised Deus Ex for better level design! I know that DX basically started the multiple solution to quest approach which is indeed praiseworthy, but the level design wasn't that great in my opinion. Besides everything being basically too dark and bland, just compare the two versions of Chinatown in the two games, the multiple solution approach was done so unimaginative that the DX franchise is still suffering from it! There is always a vent when you need one. You can always come in via the roof or the basement. Most buildings look like they were actually designed to make multiple approaches possible, not like real world buildings would be. Compare that e.g. to the beachhouse map in Bloodlines...
The amount of freedom there is unchallenged, and you will find exactly one single vent in the entire map (letting you circumvent a laser trap).
...such as the enemies that bark the same lines over and over in combat...
...the accuracy system it copied from Deus Ex and butchered miserably in the process...
the severe lack of interactivity and oftentimes boring as shit level design (that has exceptional art direction, logical layout and bleeds atmosphere, but is just boring as shit to actually play).
You mean that place you can enter via an extremely convenient hole in the fence, and which also has that extremely convenient junction box located right outside...Compare that e.g. to the beachhouse map in Bloodlines...
You mean that place you can enter via an extremely convenient hole in the fence, and which also has that extremely convenient junction box located right outside...
Wesp5 said:I know that DX basically started the multiple solution to quest approach which is indeed praiseworthy
but the level design wasn't that great in my opinion
the multiple solution approach was done so unimaginative that the DX franchise is still suffering from it
There is always a vent when you need one. You can always come in via the roof or the basement
Most buildings look like they were actually designed to make multiple approaches possible, not like real world buildings would be
Compare that e.g. to the beachhouse map in Bloodlines...
Can you explain this a bit more in detail? Is this about the crosshair size increasing? I only remember that in DX stats that influenced your accuracy also illogically influenced the damage.
Exactly. I have got nothing against convenient stuff to give multiple solutions, but make it fit to the level! In all the DX games I played, 90% of these seemed to be vents...
I still know that the Bloodlines maps leave a lot to be desired. Like inside and outside of buildings are different or there are no doors around to enter unused buildings at all! I tried to fix the worst of those that I noticed, but the only way to really improve this would be to decompile, edit and recompile all maps. This is technically almost possible, but then again we have difficultied to reproduce the special lighting that the Troika compilers created so we would loose the atmosphere, which would be worse in my opinion...
The beach house also has a vent where Mercurio's money is stashed.You mean that place you can enter via an extremely convenient hole in the fence, and which also has that extremely convenient junction box located right outside...
Exactly. I have got nothing against convenient stuff to give multiple solutions, but make it fit to the level! In all the DX games I played, 90% of these seemed to be vents...
...such as the enemies that bark the same lines over and over in combat...
Yeah, the enemy random lines are a problem. The game falls back to some generic ones as soon as there are no unique lines and as we can't add unique lines that would fit the professional voice-overs of Bloodlines we sadly can't fix this! Sometimes characters will even suddenly change the color of their voice because of that, although I think I fixed the female enemies talking with male voices at least..
Not even close. Ultima Underworld (1992)? Fallout?
The level design is some of the finest work in the 3D real-time space, primarily from a gameplay standpoint. Art direction on the other hand...
The original game's execution in that regard was stellar.
As they damn well should be. Loosely based in realism, but still ultimately serving gameplay. Unlike Bloodlines.
It actually has purpose as well: to encourage/enforce alternate gameplay and outside the box thinking, and outside of that it just makes combat very tactical without pissing off the player like it does in bloodlines.
An ideal Bloodlines sequel would adapt a gameplay-centric level design philosophy while also attempting to retain that special atmosphere and realism, imo.
(...) but then again we have difficulties to reproduce the special lighting that the Troika compilers created so we would loose a lot of the special atmosphere, which would be worse in my opinion...
What I did for Deus Ex was just reduce the frequency that barks were spat, which was called in AI state code. Can you not do that?
This is what I am talking about! The gameplay connection was so obvious, it never looked like the living world to me which it wanted to be.
There we disagree. I want to play in a living world where I have to find realistic alternative routes, not have them presented on a tablet.
An ideal Bloodlines sequel would adapt a gameplay-centric level design philosophy while also attempting to retain that special atmosphere and realism, imo.
I don't think this would be easily possible, because the real world is not build to give optimal gameplay !
What I did for Deus Ex was just reduce the frequency that barks were spat, which was called in AI state code. Can you not do that?
That would be possible. I could either do it in the maps or just silence some of their lines. But I never heard that the frequency was a problem, only the different voices. Where is this most obvious? So I can check it out...
What do you mean exactly? Can you tell us a bit more about the lighting technique that was used in Bloodlines?
Most obvious in the first Hub's cafe when all the thugs storm the place, but it's a problem throughout the game.
Deus Ex is a bit older than Bloodlines and used a modified Unreal Engine. Rectangular buildings are probably a result of technical limitations. But it's more intersting from a gameplay perspective, which is what is argued here.The amount of freedom there is unchallenged, and you will find exactly one single vent in the entire map (letting you circumvent a laser trap).
i wasn't talking about freedom, but level design being the result of it. I remember liberty island as a large dark open area with a few rectangular buildings. On the other hand the beach house looked like a building that could actually exist !
the final 9.6 UP will probably be out today
You can only have maps so complex (especially on Y2K hardware), so if you want big maps they need to be architecturally simple..
I've tried to address the problem in v9.0 but don't expect too much.
Of course Bloodlines is better in my opinion , but what really makes me wonder is that several people praised Deus Ex for better level design! I know that DX basically started the multiple solution to quest approach which is indeed praiseworthy, but the level design wasn't that great in my opinion. Besides everything being basically too dark and bland, just compare the two versions of Chinatown in the two games, the multiple solution approach was done so unimaginative that the DX franchise is still suffering from it! There is always a vent when you need one. You can always come in via the roof or the basement. Most buildings look like they were actually designed to make multiple approaches possible, not like real world buildings would be. Compare that e.g. to the beachhouse map in Bloodlines...
You can only have maps so complex (especially on Y2K hardware), so if you want big maps they need to be architecturally simple..
I played the original Half-Life just before Deus Ex and it already had a much more realistic and complex level design, maybe this was why I was so disappointed with DX! On the other hand HL used a different engine and was a linear shooter, so possibly there were some technical limitations...
So are you actually the guy behind the GMDX mod?
P.S.: I checked your suggestion, but I don't think I will be able to do something about it. It seems each enemy utters one line on detecting the player, regardless of other parameters! So in the diner all thugs will call out at once, but then fall more silent afterwards...