The old and new map generation.

#1
I think that the new map generation is to linear and generic. I (and several other SCP:CB gamers) liked the old map generation better when it was randomized. I wanted to start a thread on this so we could discuss the matter.
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History is written by the victor~Winston Churchill
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Re: The old and new map generation.

#3
While the old generation provided for a lot more suspense, it really didn't make no sense and was kind of silly from a realistic standpoint. It wasn't unusual to find SCP-106's chamber next to the doctor's offices and such.

I think once more rooms are added to fill up and vary these individual zones, the suspense of the older versions will return.
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Re: The old and new map generation.

#6
I think it's okay but (for me) It makes game play way too linear and it kind of gives you the scripted "Call Of Duty hallway" feel. I liked it better when the S-nav was an absolute essential and you had no idea what room was coming up next. That's just me though. :|
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History is written by the victor~Winston Churchill
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Re: The old and new map generation.

#7
Perhaps the Option to have either Map Algorithm?

Similar to how you can choose Euclid and Keter as Difficulties, There could be a choice for the Generation, If possible.

Standard Generation and True Random Generation. If that makes sense.

Though, The Game as a whole is Random, Standard would be more structured. Random would be more similar to the previous Versions of the Game.

This Option [ If It is able to be implemented ] along with the choices of Difficulty could make a whole another Playing System. Such as " Euclid Random " or " Keter Standard ".

Forgive me If this doesn't make much sense. Currently typing this in a bit of a hurry.

[ Note, I saved this as a Draft yesterday ].
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Re: The old and new map generation.

#10
Keep in mind that some linearity is a necessary evil just to keep things working effectively. Imagine if the level 2 keycard room was beyond a level 4 keycard door along with SCP-914.

There's still plenty of room for randomization, and as new content gets added things will seem even more random again, but CB is still trying to tell a story nonetheless which means it has to discard some random elements to make it coherent. Also, keep in mind that we're playing this same game every step of its developmental journey; we've had plenty of time to get completely used to where and what every single scare is. Scary games aren't meant to be played on a repeated basis, because there's only so many times you can freak out at the same trigger.