06-03-2012, 11:09 AM
It didn't bother me the first time I played through, but now for some reason I stopped to think about how illogical some maps are set up.
Some are fine, such as back hall, main entrance, cistern, wine cellar, guest room and the archives.
Some make less sense (especially the chasing scenes). You run through long corridors with inexplicable turns and T-junctions that don't have any logical reason for being there because there is no room there.
Some make a little sense but are still a little strange, such as the prison cells, rainy hall, old archives, where you have long corridors and a few cells and rooms, but also a lot of inexplicable voids, the whole thing just seems to be more of a tunnel system than a 'block', which seems like a very inefficient way to design a building.
Also I wonder, if you could stick all the maps together, attaching them where they should be attached (the level doors), assuming the engine theoretically supported it, would the maps fit together, or would there be overlapping sections?
Some are fine, such as back hall, main entrance, cistern, wine cellar, guest room and the archives.
Some make less sense (especially the chasing scenes). You run through long corridors with inexplicable turns and T-junctions that don't have any logical reason for being there because there is no room there.
Some make a little sense but are still a little strange, such as the prison cells, rainy hall, old archives, where you have long corridors and a few cells and rooms, but also a lot of inexplicable voids, the whole thing just seems to be more of a tunnel system than a 'block', which seems like a very inefficient way to design a building.
Also I wonder, if you could stick all the maps together, attaching them where they should be attached (the level doors), assuming the engine theoretically supported it, would the maps fit together, or would there be overlapping sections?
The roundabout-part of the Archive Tunnels. No doors for the possible room over there. Useless, you'd say? Well, I think the middle of that roundabout is the shaft for the elevator encountered in the Back Hall.
Not efficient at all. Yet you have a locked door somewhere. Do you know where it leads? Perhaps to other chambers which then fit in the design as a whole? And maybe it also leads to (for players hidden) chambers in other levels which make up for the weird design you encounter?