Thread:Deathstalker666/@comment-26005008-20160407215658/@comment-1496755-20160420050931

Today's weather is so E3M5...

I agree that too much realism isn't very healthy either - then we get a CoD-style thing, which really is predictable (and unexciting). Besides, such realistic worlds tend to be static - you see a lot of recognizeable objects and other decorations, but they are just that - decorations. No interaction, you can't even break them. It's like a backdrop to the already repetitive gameplay, where you kill the same soldier over and over again.

Death keeps forgetting Descent - this is a game prior to Quake that did have proper looking (and movement) in all possible directions, plus level design was no longer strictly horizontal. And the different level groups have consistency and themes, for the most part. Descent II goes even further - each group of levels has its own color palette and texture set. Themes are a big thing there...

Hexen also makes a good effort to have more consistency and themes throughout its maps, with each group being built upon some concept (e.g. natural landscapes, or different areas of a large castle).

By the way, I don't think a chaingunner has the accuracy to snipe you from across the map... sniping wasn't a thing back in the day when most level design was confined :P