Warhammer 40,000: Boltgun

Warhammer 40,000: Boltgun

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Map!!!
Needs map
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Showing 1-15 of 31 comments
FrodoUK May 29, 2023 @ 4:37am 
no
TheRealFodder May 29, 2023 @ 4:46am 
This has been fought out ad nauseam on another thread but yes - it is easy to get lost. Thing is Quake and its ilk never had them - part of the fun is trying to work out where to go.

The trend in modern games is to constantly handhold/push you in a specific direction. That's one of the things Elden Ring was praised for - it was a case of 'do it yourself'. That's not to criticise players who just want to 'get the job done'.

Boltgun is different however - you are trying to get to a specific location. Maybe more of a hints system could work? Like the servo skull actually pointing you in the right direction occasionally? Just a thought.
TheRealFodder May 29, 2023 @ 4:59am 
Just to add an example - I've been running around 'Sanctum Magistratum' for probably 30 mins at this point blindly jumping through these warp gate things. I haven't got a clue where to go - I'm presuming this purple ♥♥♥♥ on the walls indicates something(!) But I'll work it out - something will click eventually.

And that's part of the game.
☆Lusori☆ May 29, 2023 @ 5:05am 
I was stuck at that part for so long.
fearfuless May 29, 2023 @ 5:06am 
Your floating companion should lead the way when you stand still and shoot at it. When you're not spotted by enemies.
Last edited by fearfuless; May 29, 2023 @ 5:29am
TheRealFodder May 29, 2023 @ 5:23am 
Case in point...I've just got to the purge at what I presume is the end of the level (Sanctum Magistratum). When you work it out...the designers HAVE left you clues! Evil...but still no need for a map imo.
Traumaturgy May 29, 2023 @ 5:31am 
The level with huge elevator in chapter 3, that took a lot of time wandering where to go next lol. Besides that i was lost once or twice on chapter 1. Nothing gamebreaking, just 2 minutes spent looking for exit. Game is totally playable right now, but map or some hint where to go next (like in Dead space) would be appreciated.
Vazc0 May 29, 2023 @ 5:39am 
the game has lights, colors, a servo skull, and even arrows that show you what way to go.

https://steamcommunity.com/sharedfiles/filedetails/?id=2982264430
TheRealFodder May 29, 2023 @ 5:46am 
^^ this. Years of conditioning (even an old fart like me) has made me blind to this stuff!
MrLuckless May 29, 2023 @ 6:00am 
Originally posted by TheRealFodder:
This has been fought out ad nauseam on another thread but yes - it is easy to get lost. Thing is Quake and its ilk never had them - part of the fun is trying to work out where to go.

The trend in modern games is to constantly handhold/push you in a specific direction. That's one of the things Elden Ring was praised for - it was a case of 'do it yourself'. That's not to criticise players who just want to 'get the job done'.

Boltgun is different however - you are trying to get to a specific location. Maybe more of a hints system could work? Like the servo skull actually pointing you in the right direction occasionally? Just a thought.
Quakes levels were comparatively smaller and with less moving parts to them that a map was (mostly) not needed. It still had issues with navigation that many levels have literal signposting to assist players in where to go. Half-Life would be better, but it's a linear experience so there's really only ever one way to go for a player. Unless you seriously want to go back to Hexen level design, that's got to be the worst switch hunting I've ever had the unfortunate business of doing for an FPS. Or, god forbid, Hexen 2.
TheRealFodder May 29, 2023 @ 6:06am 
Originally posted by MrLuckless:
Unless you seriously want to go back to Hexen level design, that's got to be the worst switch hunting I've ever had the unfortunate business of doing for an FPS. Or, god forbid, Hexen 2.

...Hexen is my second favourite game of all time lol. But I get your point.
Originally posted by TheRealFodder:
Just to add an example - I've been running around 'Sanctum Magistratum' for probably 30 mins at this point blindly jumping through these warp gate things. I haven't got a clue where to go - I'm presuming this purple ♥♥♥♥ on the walls indicates something(!) But I'll work it out - something will click eventually.

And that's part of the game.

I guess if you're allergic to the part of the game that's very good and instead you want to spend your time aimlessly going around in circles, I see your point.
Last edited by Dinosaurs_Are_Friends; Jun 3, 2023 @ 6:27pm
StronkiTonki Jun 3, 2023 @ 8:18pm 
I wouldn't be against a map feature, cause more options are good imho. People who don't like it can always choose to not use it. I wouldn't use it, but could be useful for other people.

Generally speaking though, I don't fault the devs for not putting in a map, since the maps are well designed and often pretty linear, or easily loop you back to where you need to go.
To me personally it doesn't feel like the levels are open or confusing enough to really need a map. Could be either me playing a lot of Doom that made me better at navigating, or just that people might be a bit too used to getting told where to go in most modern games.
Regardless, I would be okay with a map feature being added.
Angry Mob Justice Jun 3, 2023 @ 10:46pm 
Sanctum isn't even the worst offender. Just wait till you get to the Grand Elevator :pinkdeath::happymeat:
Отиум Jun 4, 2023 @ 12:16am 
A map still wouldn’t help with Sanctum Magistratum. Instead, I think they should have used the floating skull to help guide players where to go, like an earlier poster pointed out. Maybe as part of the difficulty setting (Easy & Normal), or at the press of a button (like in Dead Space), or as part of the accessibility options, or if the player takes too long to progress.

As someone who is used to these types of games, the only annoyance so far has been the Grand Elevator, and even that one wasn't too bad once I understood the concept. However, this type of design is frustrating for players who aren’t used to it. With no waypoints or compass telling you exactly where to go, it puts more pressure on the player to observe the environment and take mental notes as they explore.

For example, if you're looking for the red key and you instead come across a blue door… Try to remember where the blue door is, even if it’s not relevant yet. There’s a lot of unique architecture/bits of level design to use as point of reference.

I personally enjoy the level design in this game a lot. There are some bland sections that go on a bit too long, undoubtedly, but I think the level designers hit the mark way more than they miss.
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Date Posted: May 29, 2023 @ 4:22am
Posts: 31