Thread:Vorknkx/@comment-3547390-20120421171650/@comment-3547390-20120505163300

Wolf 3d did have quite a bit of nonlinearity. I remember getting lost as well in episode 6. I was happy after the mazes of 1-5. I hated trying to find that Pac-Man secret, it took hours to find it (not kidding, I kept circling looking for it). I stink at mazes, I just am good at killing stuff :(

Hub gameplay - Unreal originally had this, I wish they had kept it around in the final game! The only problem was that you skipped whole levels, and if you played that level you would only go the route you would have before if you hadn't skipped.

Nonlinearity... one of the best examples was the House of the Dead series. You didn't determine where you went or anything, but there were so many routes that it was great for replayability. One mistake could effect you the rest of the game with the route you went!

Raadec, you are thinking of Hexen II on the Quake 1 engine. Hexen was on the Doom engine with its predecessor, Heretic. Sad I know all this but never touched that series (I should when I get bored of Doom).