Q4 - Level Design (Layout & Gameplay)
Posted: Thu Apr 27, 2006 3:07 am
Playing the Q4 Demo and especially q4dm1 for 2 days now, I noted quite a few changes in layout and gameplay as compared to Q3A. I'd like to have you folks comment on how important these differences actually are:
- q4dm1 overall is quite cramped, corridors are not very wide. Is this typical for Q4? In Q3A I usually have corridors twice as wide (possibly just my "style" though)?
- The acceleration pads seem to be relatively small models (easy to miss). Is this the new default, to use a pad model?
- Are Q3A-like (vertical) jumppads still "in style" for Q4 (describing a flight "arc")? The pads in q4dm1 seem to require "manual" air control to land properly, since the jumppads are strictly vertical?!
- q4dm1 is quite boxy (right angles everywhere). Is this also Q4 specific? I.e. that you need to build maps like that to keep the FPS up? Has this got to do with the "boxy" "portals" in Q4 (sorry don't remember the tech used to partition off maps in Q4; solid brushes and hint brushes do that in Q3A)?
- I noted that a tad of strafe jumping on ramps (angled brushes), will ludicrously catapult you through the map. Is this a new gameplay "thing" for Q4 maps? Is it used to any real advantage? At first I thought someone had lowered the gravity in the map.
- Since I never was a good strafe jumper, can it be that Q4 are now going for "less" linear strafe jumping, by adding more corners? I.e. strafe jumping is made more difficult?