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Should be more linear in nature, and a multiplayer map should avoid dead ends. We achieved this quite often in Duke 3D, and many Quake and DOOM maps scored in this way, too. However, with a Great Deal of Ingenuity, you can have a map that serves both masters well, and You can only focus on one because they are not compatible game design methods - a great single player map has different design > the previous id products have always suffered in one respect or another from trying to do both, I love to read a developer say something like: "We're focusing on single-play and multiplay." In other words, they're not focusing on either! Multiplayer focused games like UT and QA3 will do these very well already. I doubt we'll include the more difficult game types like CTF, mainly because There will also be several multiplay-only levels,Īnd possibly a weapon or two only available in multiplay.
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The product? The multiplayer game will ignore the story and simply focus on various Dukematch games. Scott Miller van 3D Realms heeft een posting over de multiplayer aspecten van Duke Nukem Forever op de GoD Developer's Corner geplakt: > in designing the game how are you balancing the network/multiplayer with the story driven singleplayer(or maybe multi?) portion of
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