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	<title>Comments on: Linear Level Idea</title>
	<atom:link href="http://www.planetphillip.com/posts/linear-level-idea/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.planetphillip.com/posts/linear-level-idea/</link>
	<description>Finishing Half-Life is just the beginning!</description>
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		<title>By: planetphillip</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-162531</link>
		<dc:creator>planetphillip</dc:creator>
		<pubDate>Wed, 11 Jun 2008 19:26:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-162531</guid>
		<description>&lt;blockquote&gt;A kilometer of straight road with have problems with vising unless it was low enough detail, you had fog, or a fast machine.&lt;/blockquote&gt;
Yes, we know.  This has been discussed.  What is more important than stating the obvious is new and interesting solutions.</description>
		<content:encoded><![CDATA[<blockquote><p>A kilometer of straight road with have problems with vising unless it was low enough detail, you had fog, or a fast machine.</p></blockquote>
<p>Yes, we know.  This has been discussed.  What is more important than stating the obvious is new and interesting solutions.
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		<title>By: Stranger</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-162527</link>
		<dc:creator>Stranger</dc:creator>
		<pubDate>Wed, 11 Jun 2008 18:36:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-162527</guid>
		<description>A kilometer of straight road with have problems with vising unless it was low enough detail, you had fog, or a fast machine.</description>
		<content:encoded><![CDATA[<p>A kilometer of straight road with have problems with vising unless it was low enough detail, you had fog, or a fast machine.
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		<title>By: fragmaster</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-161229</link>
		<dc:creator>fragmaster</dc:creator>
		<pubDate>Mon, 02 Jun 2008 21:43:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-161229</guid>
		<description>I wouldnt mind if you would consider as a suggestion to have every building or area thats open i really dislike the whole locked or static object.
If a roadway maybe add some straight short sewer under the pavement.
Good idea with the man-hacks. Why not have the Elite &quot;white armored&quot; Combine drop armor pack cells.
Id like a great seaside levels without the annoying antlions.
If its for EP2 maybe include Secret Area Achievements.
I just love the Expolration side of things adds atomsphere &amp; texture makes you want to replay it more than once.in case you missed something the 1st time through.</description>
		<content:encoded><![CDATA[<p>I wouldnt mind if you would consider as a suggestion to have every building or area thats open i really dislike the whole locked or static object.<br />
If a roadway maybe add some straight short sewer under the pavement.<br />
Good idea with the man-hacks. Why not have the Elite &#8220;white armored&#8221; Combine drop armor pack cells.<br />
Id like a great seaside levels without the annoying antlions.<br />
If its for EP2 maybe include Secret Area Achievements.<br />
I just love the Expolration side of things adds atomsphere &#038; texture makes you want to replay it more than once.in case you missed something the 1st time through.
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		<title>By: feckineejit</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-161206</link>
		<dc:creator>feckineejit</dc:creator>
		<pubDate>Mon, 02 Jun 2008 18:48:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-161206</guid>
		<description>I like the idea of a long linear path to a goal, I did outdoor paintball a couple of times, and one of the &#039;games&#039; was road war, the objective was to get to down the road using trees as cover.

I like the modified manhack idea, that would be a great reward for being able to react quickly to audio cues and aim properly so that you claim your reward for your good reflexes.

it&#039;s too bad source doesn&#039;t like big outdoor areas (well, we don&#039;t like waiting for them to load).  As long as the level is built up on both sides by buildings (which you can enter to get around obstacles blocking the street)you could do a long road straight or bent without it being too huge.</description>
		<content:encoded><![CDATA[<p>I like the idea of a long linear path to a goal, I did outdoor paintball a couple of times, and one of the &#8216;games&#8217; was road war, the objective was to get to down the road using trees as cover.</p>
<p>I like the modified manhack idea, that would be a great reward for being able to react quickly to audio cues and aim properly so that you claim your reward for your good reflexes.</p>
<p>it&#8217;s too bad source doesn&#8217;t like big outdoor areas (well, we don&#8217;t like waiting for them to load).  As long as the level is built up on both sides by buildings (which you can enter to get around obstacles blocking the street)you could do a long road straight or bent without it being too huge.
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		<title>By: firba1</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-161195</link>
		<dc:creator>firba1</dc:creator>
		<pubDate>Mon, 02 Jun 2008 17:44:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-161195</guid>
		<description>I love linear games, like Max Payne. There was never ANY question where you had to go next. I think that the straight-line road idea would be very interesting. I just had this really weird idea for like a &quot;support&quot; NPC. They would set up stuff like Health and Energy dispensers. Just an idea. But I&#039;d love to see this get made.</description>
		<content:encoded><![CDATA[<p>I love linear games, like Max Payne. There was never ANY question where you had to go next. I think that the straight-line road idea would be very interesting. I just had this really weird idea for like a &#8220;support&#8221; NPC. They would set up stuff like Health and Energy dispensers. Just an idea. But I&#8217;d love to see this get made.
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		<title>By: Kasperg</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-161172</link>
		<dc:creator>Kasperg</dc:creator>
		<pubDate>Mon, 02 Jun 2008 15:03:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-161172</guid>
		<description>Adding fog and restricting the far Z clip plane (as in old N64 games) for the drawing distance would solve any performance issues. Of course, the possible vision of this long street with your objective visible at the far end would be gone.</description>
		<content:encoded><![CDATA[<p>Adding fog and restricting the far Z clip plane (as in old N64 games) for the drawing distance would solve any performance issues. Of course, the possible vision of this long street with your objective visible at the far end would be gone.
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		<title>By: planetphillip</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-161167</link>
		<dc:creator>planetphillip</dc:creator>
		<pubDate>Mon, 02 Jun 2008 14:32:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-161167</guid>
		<description>&lt;blockquote&gt;Straight is a good idea, but why not duplicate the map: one straight, one twisted (in every sense) everything else the same. Then play both and give ‘em a rating.&lt;/blockquote&gt;
That&#039;s definitely an interesting idea.  I wonder if you could just &lt;em&gt;bend&lt;/em&gt; the whole level and see what players think of each one.

&lt;blockquote&gt;I think your idea might work out quite well, the only problem might be the framerate (if not optimized properly) since Source doesn’t really like large and open enviroments.&lt;/blockquote&gt;
Yes, I thought that might be the case.  I was thinking in the same way as Count_de_Monet and perhaps just curve it enough to avoid framerate issues.  I was also thinking of that when I mentioned the dawn.  I didn&#039;t know whether a lower level of light made a difference.

&lt;blockquote&gt;but I would love to see some heights worked in, if only to enter a building, have to climb to the top&lt;/blockquote&gt;
Yes, agreed.  I didn&#039;t really explain that properly.  I still want height involved (My third dimension reference) but was always thinking of staying outside the buildings.  That&#039;s just a personal preference in this case.  Across ledges (NOT JUMPING PUZZLES!), perhaps over/through a building that has collapsed across the main street (Could deal with the frame rate issue mentioned above).

&lt;blockquote&gt;I think a designer could take this in a number of directions to make it “linear” and yet “crooked” — catering to most players’ tastes.&lt;/blockquote&gt;
Yes, that&#039;s possible and most levels are linear in that there is only one way to go but I would really like to see something even more restrictive.

The idea would be to try and remove the normal construction of levels.  Distilling it down from puzzles/explore/visual/action to just ever increasing action.

I&#039;m not suggesting this for all levels or mods, just one focused level.  I like the idea of starting the level with a reverse flyby (Similar to what happens in Trackmania) and basically saying &lt;em&gt;This is what you will face.  No fancy routes, no clever puzzles, just plenty of enemies and brute force.&lt;/em&gt;</description>
		<content:encoded><![CDATA[<blockquote><p>Straight is a good idea, but why not duplicate the map: one straight, one twisted (in every sense) everything else the same. Then play both and give ‘em a rating.</p></blockquote>
<p>That&#8217;s definitely an interesting idea.  I wonder if you could just <em>bend</em> the whole level and see what players think of each one.</p>
<blockquote><p>I think your idea might work out quite well, the only problem might be the framerate (if not optimized properly) since Source doesn’t really like large and open enviroments.</p></blockquote>
<p>Yes, I thought that might be the case.  I was thinking in the same way as Count_de_Monet and perhaps just curve it enough to avoid framerate issues.  I was also thinking of that when I mentioned the dawn.  I didn&#8217;t know whether a lower level of light made a difference.</p>
<blockquote><p>but I would love to see some heights worked in, if only to enter a building, have to climb to the top</p></blockquote>
<p>Yes, agreed.  I didn&#8217;t really explain that properly.  I still want height involved (My third dimension reference) but was always thinking of staying outside the buildings.  That&#8217;s just a personal preference in this case.  Across ledges (NOT JUMPING PUZZLES!), perhaps over/through a building that has collapsed across the main street (Could deal with the frame rate issue mentioned above).</p>
<blockquote><p>I think a designer could take this in a number of directions to make it “linear” and yet “crooked” — catering to most players’ tastes.</p></blockquote>
<p>Yes, that&#8217;s possible and most levels are linear in that there is only one way to go but I would really like to see something even more restrictive.</p>
<p>The idea would be to try and remove the normal construction of levels.  Distilling it down from puzzles/explore/visual/action to just ever increasing action.</p>
<p>I&#8217;m not suggesting this for all levels or mods, just one focused level.  I like the idea of starting the level with a reverse flyby (Similar to what happens in Trackmania) and basically saying <em>This is what you will face.  No fancy routes, no clever puzzles, just plenty of enemies and brute force.</em>
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		<title>By: bobdog</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-161149</link>
		<dc:creator>bobdog</dc:creator>
		<pubDate>Mon, 02 Jun 2008 12:36:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-161149</guid>
		<description>That&#039;s an interesting take on the linear level, but I would love to see some heights worked in, if only to enter a building, have to climb to the top (Combine the whole way), use grav gun to place some construction supplies to create a rickety board bridge over the streets which are barricaded below, and back down to street level. I think a designer could take this in a number of directions to make it &quot;linear&quot; and yet &quot;crooked&quot; -- catering to most players&#039; tastes.</description>
		<content:encoded><![CDATA[<p>That&#8217;s an interesting take on the linear level, but I would love to see some heights worked in, if only to enter a building, have to climb to the top (Combine the whole way), use grav gun to place some construction supplies to create a rickety board bridge over the streets which are barricaded below, and back down to street level. I think a designer could take this in a number of directions to make it &#8220;linear&#8221; and yet &#8220;crooked&#8221; &#8212; catering to most players&#8217; tastes.
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		<title>By: Bladesinger</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-161147</link>
		<dc:creator>Bladesinger</dc:creator>
		<pubDate>Mon, 02 Jun 2008 12:26:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-161147</guid>
		<description>I agree. I like linear maps/games and I really dislike backtracking (especially when everyone is dead).

I think your idea might work out quite well, the only problem might be the framerate (if not optimized properly) since Source doesn&#039;t really like large and open enviroments.</description>
		<content:encoded><![CDATA[<p>I agree. I like linear maps/games and I really dislike backtracking (especially when everyone is dead).</p>
<p>I think your idea might work out quite well, the only problem might be the framerate (if not optimized properly) since Source doesn&#8217;t really like large and open enviroments.
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		<title>By: Count_de_Monet</title>
		<link>http://www.planetphillip.com/posts/linear-level-idea/comment-page-1/#comment-161137</link>
		<dc:creator>Count_de_Monet</dc:creator>
		<pubDate>Mon, 02 Jun 2008 11:25:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/linear-level-idea/#comment-161137</guid>
		<description>Straight is a good idea, but why not duplicate the map: one straight, one twisted (in every sense) everything else the same. Then play both and give &#039;em a rating.

Please insert a beach trip and lots of crossbow sniping. i love maps with a beach and cliff part and I really enjoy the nailing effect when you hit a combine properly. Some ballistic grenade throwing would be nice too, especially in the straight line version. Sort of a previsional clean-up.</description>
		<content:encoded><![CDATA[<p>Straight is a good idea, but why not duplicate the map: one straight, one twisted (in every sense) everything else the same. Then play both and give &#8216;em a rating.</p>
<p>Please insert a beach trip and lots of crossbow sniping. i love maps with a beach and cliff part and I really enjoy the nailing effect when you hit a combine properly. Some ballistic grenade throwing would be nice too, especially in the straight line version. Sort of a previsional clean-up.
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