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The map's architecture
failedALIAS Offline
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#17
RE: The map's architecture

(06-03-2012, 12:32 PM)zeemeerman2 Wrote: Not efficient at all. Yet you have a locked door somewhere. Do you know where it leads? Perhaps to other chambers which then fit in the design as a whole? And maybe it also leads to (for players hidden) chambers in other levels which make up for the weird design you encounter?

Locked doors, crumbled rocks, etc... all stuff where the player can't enter, but you can make up something in the lore for it.

Lastly, not all levels should be lore-wise designed as a whole. Some "levels" could be built modular: one chamber was enough for its time, but after a while another chamber should be built. But because there was no place to build it as other chambers next to it already exist (the ones not accessible for the player), some engineering tricks should be pulled out: create a tunnel and perhaps a corner, then build the next chamber after that. And so on...

From a game-technical point of view, all levels don't fit as a whole castle. Some levels overlap in the greater architecture, or are just positioned wrong. Re-creating Amnesia in Minecraft as one big castle, I saw that the big door in the Rainy Hall and the big door in the Entrance hall, which "should" be the same, actually are tens of metres away from each other in reality. Daniel's Chamber and the Study basically overlap, as the two doors are next to each other in the Back Hall. The Archive Tunnels has two exits who lead to the same door in the Back Hall. I could go on...

So please only complain about the lore section, then make something up to address your issue. Thanks. Smile
I do like to point out that although this is a perhaps 'unfair' excuse, all these areas are seen through the eyes of a drugged borderline schizophrenic. When I say borderline I mean "possible/currently improvable".
Daniel represents many symptoms such as: poor emotional responses, auditory delusions, paranoia, and randomly triggered delusions dumbing vision and movement, regularly followed by the "hearing or voices".
Also there's the belief that one's actions are being controlled or heavily influenced by another. . .
Random bouts of fear occurring from delusions of "being watched". Or that their very thoughts and memories are being broadcast to others. Such trivial and laughable thoughts easily guide me to my conclusion.
And I'd like to remind any who may argue with this query, their only alternative is "Dark Magic", or the even more ridiculous, "It's a PC game."
06-23-2012, 10:27 PM
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Messages In This Thread
The map's architecture - by cantremember - 06-03-2012, 11:09 AM
RE: The map's architecture - by Bridge - 06-03-2012, 12:17 PM
RE: The map's architecture - by zeemeerman2 - 06-03-2012, 12:32 PM
RE: The map's architecture - by failedALIAS - 06-23-2012, 10:27 PM
RE: The map's architecture - by Bridge - 06-03-2012, 08:09 PM
RE: The map's architecture - by zeemeerman2 - 06-06-2012, 11:28 AM
RE: The map's architecture - by Putmalk - 06-03-2012, 08:25 PM
RE: The map's architecture - by Prelauncher - 06-03-2012, 08:49 PM
RE: The map's architecture - by cantremember - 06-03-2012, 08:58 PM
RE: The map's architecture - by Adny - 06-03-2012, 09:31 PM
RE: The map's architecture - by Prelauncher - 06-03-2012, 09:33 PM
RE: The map's architecture - by Adny - 06-03-2012, 09:41 PM
RE: The map's architecture - by Prelauncher - 06-03-2012, 09:45 PM
RE: The map's architecture - by spukrian - 06-11-2012, 09:38 AM
RE: The map's architecture - by cantremember - 06-03-2012, 10:11 PM
RE: The map's architecture - by Fomzo - 06-08-2012, 01:07 PM
RE: The map's architecture - by asciipornstar - 06-11-2012, 04:55 AM



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