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Cow4ever

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#1 Cow4ever
Member since 2011 • 689 Posts

AAAAA

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Cow4ever

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#2 Cow4ever
Member since 2011 • 689 Posts

[QUOTE="Cow4ever"]

Doom level design for example

sSubZerOo

Really how does that even WORK? Doom has you run around for keys and secrets.. Zelda has you run around for keys and secrets..

I just felt doom had much more thought in it.
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Cow4ever

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#3 Cow4ever
Member since 2011 • 689 Posts
Is this about level design or map layout?Diviniuz
I don't know, tell me the difference.
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Cow4ever

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#4 Cow4ever
Member since 2011 • 689 Posts

[QUOTE="Cow4ever"]Hey that's just my opinion man. And I am not any charlesdarwin. There must be more people than me who don't think it's the best game ever.mmmwksil

I agree, it's not the best game ever. I just wouldn't consider it to have the worst level design ever for non-linear gameplay. *points finger at AC*

I can't decide on a best for non-linear, because I don't much play those kinds of games.

Well as I said in my first post is that I didn't consider open world games otherwise I would agree. Actually this might be the problem for me as well as most games nowadays are either linear or open world. A Zelda dungeon is neither. That's why it's hard. Only game from now I can think of is Demon's Souls and I like it more since the level design works with the artistic design as well. I mean look at the boletarian castle. You navigate through the castle that at the same time has great level design whereas in Zelda it feels more like a labyrinth with no connection to the setting. I mean all the temples are more labyrinth than actually temples. Demon's Souls blend these two together. Well that's just my opinion anyway.
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Cow4ever

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#6 Cow4ever
Member since 2011 • 689 Posts

[QUOTE="cain006"]

[QUOTE="WilliamRLBaker"]

Cross game chat, cross game invites, intergrated invites and party chat, intergrated status updates...etc

WilliamRLBaker

I always see this etc when people talk about xbox live, but they never expand on it.

I can send an invite from any game to any person on any game at any time, I can chat with them from any game on any game they are on at any time, people can view what I'm doing at any time from any game...etc all of these are intergrated and easy to find on the 360 on the ps3 if it has the ability your usually having to find it and boot up a completely seperate program to do it.

You can do all that on PS3 too except cross game chat. A totally worthless feature anyway and certainly not worth paying 60$ a year.
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#7 Cow4ever
Member since 2011 • 689 Posts

I came into this thread to say "Why, the GameSpot forums, of course!" but I see that that was your intention from the start. :P

Hexagon_777
:lol: what else?
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#8 Cow4ever
Member since 2011 • 689 Posts

[QUOTE="Legendaryscmt"]

How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.

Snugenz

The OP is that Charlesdarwin bloke, who made tons of OOT hate threads here ages ago on his old account, so i wouldnt bother asking for reasons off him.

Anyway, while Halo CE had some pretty poorly designed levels, it also had some fantastic level design, AOTCR was spectacular as was Halo (the level) and Silent Cartographer.

Hey that's just my opinion man. And I am not any charlesdarwin. There must be more people than me who don't think it's the best game ever.
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#9 Cow4ever
Member since 2011 • 689 Posts

Doom level design for example

lol

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#10 Cow4ever
Member since 2011 • 689 Posts
[QUOTE="Cow4ever"][QUOTE="Legendaryscmt"]

How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.

mrmusicman247
I just didn't feel there was any thought behind it. It felt like some random stuff you put together in 5 minutes with no consideration to the artistic design. Look at the fire temple. Just feels like someone threw a tomato on the wall.

Timeout, Charles. I thought good level design had to do with gameplay only.

No I mean like how the environment are constructed for the player. Nothing to do with gameplay. At least that's how I see it.