for awesome lap top
My maps!!!!
Annoying realistic version:
Normal version:
Patreon:
Music used:
I’ll add this after I’ve slept
Chapters:
I’ll add this after I’ve slept
source
for awesome lap top
My maps!!!!
Annoying realistic version:
Normal version:
Patreon:
Music used:
I’ll add this after I’ve slept
Chapters:
I’ll add this after I’ve slept
source
https://rog.gg/NoodleDuo for awesome lap top !
maps in description
Vin Diesel's Wheelman gets it
11:29 as a professional level designer, the utter JOY i felt hearing noodle experience the "god dammit they've immediately circumvented everything i planned" problem. level design really is a back-and-forth psychological battle between the LD team and QA
for real tho its really cool to see a video that taps into the amount of work that goes into level design, a really underappreciated field in gaming that doesn't get praised nearly enough for how much it makes a game good
I'm pretty sure the video started with the game levels spacing and size. What in the ADHD am I watching
i feel like you are overdoing the old advertising bit on your most recent videos
I wanna say at least Cry of Fear had some hallways and alleys that felt small in a way I expect from reality (compared to an apartment building I used to live in where halls were always at least wide enough for 2 people to get past each other), but not the whole game. There's some stairways and areas that feel wayyyy open. Some VR games too (Walking Dead Saints and Sinners in my memory at least), but even those aren't always consistently Normal Scale and have some areas wildly spaced out. I can't think of many others off hand though and this is a really cool exploration of the concept!
Man this brought me back to my hammer days. The best part was it crashing every 8 minutes and losing your work. Or having a “leak” in the map somewhere so just building a skybox around it and then it lags super bad
That bathroom looks like the one where Morpheus headbutts / gets headbutted by Mr. Smith
for old RE and most souls likes its partly so enemies are easier to see over the character model as well, I wonder how much camera placement changes it
This made me realize why playtesters always thought my flatscreen game felt so cramped. im so used to designing for vr to the point i just made everything realistically scaled
Funny enough the only other place I am certain I've seen cramped spaces like this, is Half-Life 1 maps made by the comunity. I'm pretty sure Afraid of Monsters has a lot of spaces that are actually to scale, and the reason why I'm sure is because they were painful to navigate through because the hallways would be very tight and turning would be precise, you had to squeeze through spaces and it was used effectively to force you to contend with the monsters, who would be VERY fast and be forced to confront them. Now, not the entire game is actually to scale, there's a mansion level that is definitely gigantic, I'm sure the sewers are too large, and only some parts of the street levels actually feel cramped in the way I'm referencing. But it did have a lot of spaces that were smaller, I think it's because the dev was trying to copy reference places he knew personally to make the place more real.
That's the one I can name, but I remember a bunch of Half-Life 1 maps that had streets with narrow hallways and doors that felt small, which are probably to scale.
20:27 "what if you drop down into this space" actually genius idea that I wouldn't have ever thought of. it's so simple and so easy to create a choke point using a drop down into a new space and I feel like I've seen it a million times in Halo.
you could also associate the memory of spaces as a child, or going back to an elementary school and seeing how small it is
A door is one door big
Now do it for all of the driving games. Same exact scale issue except making the world bigger also hurts the sense of speed forcing developers to rely on camera shakes and blur.
this is the kind of video that makes me want to make video games, nice work
I hoped this would be 40 minute video complaining about your real life height and maybe something about if you were taller women would date you and tall privilege or something
This was actually a really cool video. I would love to see you do more stuff about level design!
but the scaled up map.. is scaled up from a map designed to be small.. it was not designed to be that big..
Noodle, have you gotten yourself checked for super space autism?
I mean I feel like scale is proportional to the size of your character since any person's sense of scale are relative to themselves in the objects around them. For instance I'm a short person so when that guy said the door was the wrong size, I was confused since that's the exact height difference between me and doors in real life. So if you ask me is the door wrong, I'll ask how tall you are first
I think the biggest issue is you were trying too hard to make something that felt challenging and then saying "but it's realistic scale!!!!!1111!!!one" and sure it may be realistic scaled, but nobody is putting that many tables in one room without the proper space. You were so focused on making the feeling unenjoyable, but I'm sure there's a way to do this and it still feel smoothish. I understand your goal, but I can't help but feel you went about it the wrong way just to make it torture porn. I agree that realistic scales in videogames feel off, but there's so many games it could work for if someone made the environments with less friction. (no environment in a game is meant to be frictionless, but I'm sure you know what I mean.) The larger map felt good because you didn't add those unnecessary obstacles and friction. I almost guarantee if the big map felt the same as the small map, it would be widely hated too. Small and claustrophobic does not equal added obstacles. if anything, if you made a map that was the exact same as the large map but smaller, that would get your point across much better, because it's the unintended and unique friction of the room being small that makes it unfun, not manufactured friction. getting stuck on doors happens in big games too, getting trapped on random geometry is still easily achievable, having and unfun experience is still totally real and possible in those big maps.
I first noticed this when I finished my Subnautica playthrough and then watched a youtuber play it in VR. Subnautica’s HUGE in reality but playing it on a flat screen hides the scale. Stuff really looks twice as big in VR. The Reapers feel less like massive sharks and more like angry, ambush-predator blue whales in VR, like the difference in scale is crazy and the only change is the FOV of the camera.
My Summer/Winter Car do realistic spaces pretty well but thats a pretty sadistic example of a realistic game so idk how much it really counts lmao
I think it's so interesting that Leon instinctively fought INSIDE the laundromat in the normal version of the map. But in the to scale version he was drawn to fight in the street where he could move unrestricted
0:00 Jesus its so fucking refreshing to see this
Helldivers 2
4:16 Tbh the finished level really does give off that east eurpoean energy. Feels just like home, truly
he so smoll hehehehe
I LOVE that the youtube channel itself is becoming more and more shitposts with the edits in the 'commercials' xD
I think Resident Evil 7 really found a middle ground for this dilemma.
As Shigeru Miyamoto once said: Hatarata parapatata, amen 🙏
"I feel like Arthur Morgan walking into a bar" is my new "banana for scale".
"Grow up." as feedback on the workshop page is so funny to me idk, especially as the sendoff on a longer review of grievances. @ 39:26
Game Indifferent Design