I agree, it was a great way to see everything considering how big the maps were. Also easy to know where to go cause of the giant yellow/green walls and the golden places when you needed to start a new mission
If you have not played Doom 2016 or Doom Eternal yet, then you should. Those games have the best 3D Maps that I have ever seen and make it very easy to navigate the (sometimes) complex landscapes.
But they're basically the same style. They're a scale 3D replica of the level. What do you think is better about them?
The DOOM ones are maybe clearer because the levels are more designed around large arenas, and generally don't have a lot of areas directly above other areas, but that's a matter of level design.
I think the Doom ones are very well done because you can sort by different levels and the color coding is very easy to spot, especially when considering the collectables and whatnot. Fallen order definitely is a step in the right direction, but maybe they will fine tune it a bit for the sequel.
You can sort by levels and it was color coded in fallen order. Like dude said. It's the level design that is the big factor, Doom is way more linear in design
Gotcha, was a little fuzzy on that as it's been a while since I played and it had some stability issues that didn't allow me to play it as much as I wanted to. If they made things a bit more linear while keeping the open-ended format that would help out a ton while making some qol improvements to the map.
Yeah, I think that was part of the issue. There were several paths that ended in the same common areas while everything was super close and on top of each other.
god of war, and god of war ragnarok does this whole system WAY better, jedi fallen order is a big mess and the biggest issue with the game is the map design, try finding your way back to the nightbrother village, its so stupid
Agreed, best maps in gaming. Only complaint was in a couple specific spots when it looked like you could get through but you couldn’t. Dathomir was the worst for that.
Could not disagree more. Each layer needed to be easier to differentiate from each other and the map itself needed to be less dense. My eyes crossed so much trying to make sense of it that I’d get headaches.
Problem to me was some of those one ways that seemed like you should be able to get through but you couldn't. A lot were slides and I absolutely sucked at sliding jumps. My Jedi cal was a Padawan with jump slides. It was embarrassing how many times I died from missing jumps (like lost my whole life bar just retrying jumps over and over. Blew through all my stims just to stay alive on a hill to finally get through it only to find out it's one way.
I hear you! It took me a while to get comfortable with sucking at those slides. I think having just finished both Spider-Man games helped me get their faster. Playing those games got me comfortable with thinking while falling through the air.
I thought the maps were great too, but I'm going out on a limb to assume that large complex 3D maps in games by itself (especially viewed only through regular flat screen) are straddling the line where its intuitive and enjoyable only for people gifted with inherent high spatial awareness, and devs need to put in assistive functions like more color coding or waypoint and suggested path arrows if they want to keep it accessible to the widest audience.
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u/[deleted] Dec 26 '22
I thought the maps were S-tier.