BackDoorBandit on 4/6/2001 at 15:41
The level design in DX was great. The multiple ways of finishing levels and goals was great. They need to keep this going for DX 2. People look at sequels with more scrutiny, because sequels have to live up to the original. Since DX got multiple GOTY awards, the sequel will have to live up to the original, or at least extremely close to, so that it doesn't get bad press.
For DX 2 to live up the expectations, it's going to have to keep up the same level design concept, and expand. How do you expand upon such great level design? Easy. Give the player more choices. Choices, choices, choices. Players want choices, and the only way to expand upon this level design is to give the player more choices in which to finish the mission. Maybe it's another way around the warehouse, or a few more secret entrances, but either way, they've got to keep this extraordinary level design concept going.
Iskai on 7/6/2001 at 15:28
The maps in DX were HUGE and extremly detailed, Liberty Island as an example.
It would be great if maps of this size were used for areas like hells kitchen (not that they were not big already), but the ability to break into any location, explore even to the extent that you can get lost!
The would be amazing!
One of my personal favorites in DX is the cemetary. The buildings outside the walls are very well lit... wouldn't it be great to walk on over and look inside that building? To get on the roof and blow a few MJ12 troops away from afar (after you have escaped from the of course :))
[ June 07, 2001: Message edited by: Iskai ]
Bedford on 6/7/2001 at 09:38
Only one thing for me to say: I managed to get lost quite frequently in the game. I liked the open areas, however...maybe there should be maps or more detailed ones so you know where you're headed...
frozenman on 6/7/2001 at 17:23
I always liked the Ambush level in Thief 2 (is that the name?) where you have to get back to your house. Preety much the whole city is modeled, and quite a few areas have homes that you can get lost in. I know i did that.
enversi on 7/7/2001 at 04:43
What I would love (but which is likely a couple more years from being possible) is seamless transitions between locations. No loading screens, just a completely modeled world. I think that Dungeon Seige is doing something like this. But their gameworld is not as realistically modelled as Deus Ex 2 promises to be.