History Main / CutAndPasteEnvironments

20th Feb '17 4:29:36 AM jormis29
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Sometimes called "geomorphic design" after a set of TabletopRPG dungeon design "tools" sold by [=TSR=] in the 1970s and 1980s.

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Sometimes called "geomorphic design" after a set of TabletopRPG dungeon design "tools" sold by [=TSR=] Creator/{{TSR}} in the 1970s and 1980s.
15th Feb '17 3:03:27 AM LucaEarlgrey
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* ''Every'' stage in the original ''VideoGame/{{Darius}}'', its PCEngine ports, and ''Darius R''.

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* ''VideoGame/{{Darius}}'':
**
''Every'' stage in the original ''VideoGame/{{Darius}}'', ''Darius'', its PCEngine ports, and ''Darius R''.R''.
** ''Another Chronicle''[='=]s Chronicle Mode and ''Chronicle Saviours''[='=]s CS Mode have you flying across hundreds or thousands of different star systems, however they just reuse the same 30 or so base stages over and over with occasional variations.
10th Nov '16 2:18:51 PM ashlay
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* ''VideoGame/{{Persona 3}}'' fell victim to this. Downplayed as the areas are randomized every time you enter.

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* ''VideoGame/{{Persona 3}}'' fell victim to this. Downplayed as the areas are this in Tartarus dungeon, with each area made up of a small selection of blocks placed in a randomized configuration every time you enter.enter the area.
* ''VideoGame/{{Persona 5}}'': Most of the Mementos dungeon is a set of blocks of warped subway tunnels stuck together by random generation. The rest of the game however, [[spoiler:and the bottom of Mementos]], is custom made.
21st Aug '16 11:25:17 AM nombretomado
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* You could count the number of different backgrounds used in an episode of ''DSBTInsaniT'' and ''WebAnimation/{{Dreamscape}}'' on one hand!

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* You could count the number of different backgrounds used in an episode of ''DSBTInsaniT'' ''WebAnimation/DSBTInsaniT'' and ''WebAnimation/{{Dreamscape}}'' on one hand!
9th Aug '16 6:01:02 PM UmbrellasWereAwesome
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** Sacred Icon, the sequel to The Library.
9th Aug '16 6:00:41 PM UmbrellasWereAwesome
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* Infamously, the Library level in ''VideoGame/HaloCombatEvolved''.
** The entire campaign qualifies to a lesser extent, what with basically having to play the first half of the game over again after the library.
** Worse than Library: Assault on the Control Room.

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* Infamously, the Library level in ''VideoGame/HaloCombatEvolved''.
''Franchise/{{Halo}}'' has been infamous for this:
** ''VideoGame/HaloCombatEvolved'':
***
The entire campaign qualifies to a lesser extent, what with basically having to play the first second half of the game over again after is basically you going through the library.
** Worse than Library: Assault
first half backwards. Perhaps that's why the level which marks half-way point, "The Library", is basically this trope embodied.
*** "Assault
on the Control Room.Room"; besides the outdoor portions, it's all identical rooms and bridges.
*** ''Webcomic/PennyArcade'' [[http://www.penny-arcade.com/comic/2001/11/28/ made light of this]].



* ''VideoGame/{{Halo 2}}'' likes to feature many rooms exactly two times.
** And those large bridges too. You go through at least 3 or 4 identical bridges.
** ''Webcomic/PennyArcade'' [[http://www.penny-arcade.com/comic/2001/11/28/ made light of this]].

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* ** ''VideoGame/{{Halo 2}}'' 2}}'':
*** The game as a whole
likes to feature many rooms exactly two times.
** And those large bridges too. *** You also go through at least 3 or 4 large identical bridges.
** ''Webcomic/PennyArcade'' [[http://www.penny-arcade.com/comic/2001/11/28/ made light *** "Sacred Icon", which is basically ''2''[='s=] version of this]]."The Library".
26th Jul '16 9:13:56 AM ThatBitterTase
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* Done on purpose in ''VideoGame/ShinMegamiTenseiStrangeJourney''. Sector Grus is built out of parts of the first four sectors: Antlia, Bootes, Carina, and Delphinus. This is because Maya, the ruler of the sector, is deliberately forcing the team to revisit their worst moments and deepest fears... and since they've spent the entire game in a DeathWorld, those all revolve around the previous areas.
* This is one common complaint about ''VideoGame/MightyNo9''. Many of the levels have the same "industrial" trappings, with some flavor dashed on top of them (such as fire or water sections).
9th Jul '16 8:20:36 AM AM_NK
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* ''VideoGame/QuakeII'' reuses every single of their SP levels for multiplayer. This was before the Deathmatch-specific levels even came in. The same deal with ''VideoGame/{{Quake|I}}''. By the time of ''Quake III'', the focus was entirely on multiplayer, with no SP to talk about, and ''Quake IV'' directly averts this by separating the SP and MP components into completely separated games.

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* ''VideoGame/QuakeII'' reuses every single of their SP levels for multiplayer. This was before the Deathmatch-specific levels even came in. The same deal with ''VideoGame/{{Quake|I}}''. By the time of ''Quake III'', ''VideoGame/QuakeIIIArena'', the focus was entirely on multiplayer, with no SP to talk about, and ''Quake IV'' ''VideoGame/QuakeIV'' directly averts this by separating the SP and MP components into completely separated games.games.
* Many free, open-source FPS take advantage of the already [=GPLed=][[note]]GPL stands for ''General Purpose License'', it's a license which requests a free, open-source software to be freely used, freely distributed, freely modifiable and the modifications to be freely distributable as well.[[/note]] maps:
** ''Aggressor'', a GPL map originally made for ''VideoGame/{{Quake|I}}''. It can be found in games such as ''VideoGame/OpenArena'', ''VideoGame/{{Nexuiz}}'' and ''VideoGame/{{Xonotic}}''.
** Thanks to Creator/IdSoftware's release in 2006 of the map sources for all of the original Quake's maps, the aforementioned games and some more use them as multiplayer maps. OA uses all of the Deathmatch maps, including the DummiedOut ''dm7'', while Nexuiz uses only ''dm6''.
** Other examples of GPL maps used in games are ''cbctf1'' (originally for ''Nexuiz'', later used by ''[=OpenArena=]''); ''dm4ish'' and ''dm6ish'' (both third-party maps for ''Quake'', ported to OA); ''hydronex'' (originally for Nexuiz, also used in OA); ''kaos'', ''spirit3'' and ''oa_rpg3dm2'' (originally for ''Quake III'', used in ''OA''), ''pvomit'', ''shine'' and, ''shouse'' (originally for ''Quake III'', later added to ''OA'' via a mappack by their authors and then [[AscendedFanon made official]]).
9th Jul '16 8:11:02 AM AM_NK
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Added DiffLines:

* ''VideoGame/QuakeII'' reuses every single of their SP levels for multiplayer. This was before the Deathmatch-specific levels even came in. The same deal with ''VideoGame/{{Quake|I}}''. By the time of ''Quake III'', the focus was entirely on multiplayer, with no SP to talk about, and ''Quake IV'' directly averts this by separating the SP and MP components into completely separated games.
3rd Jun '16 9:44:25 AM nombretomado
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* The PS2 ''Manga/InuYasha'' RPG pushed this to its illogical limits. Travel through various areas consisted of about 12-15 individual 'screens', copy-pasted around each other to create these areas, with a few "unique" screens in some areas. Underground areas and towns were mostly exempt from this, though.

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* The PS2 [=PS2=] ''Manga/InuYasha'' RPG pushed this to its illogical limits. Travel through various areas consisted of about 12-15 individual 'screens', copy-pasted around each other to create these areas, with a few "unique" screens in some areas. Underground areas and towns were mostly exempt from this, though.



* The ''VideoGame/RomancingSaGa'' PS2 Remake used this for the Assassin's Guild, it is one big intersection in every room, and the only way to find your way around is following white gems on the floor, the south exit will take you back to the entrance no matter where you are though.

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* The ''VideoGame/RomancingSaGa'' PS2 [=PS2=] Remake used this for the Assassin's Guild, it is one big intersection in every room, and the only way to find your way around is following white gems on the floor, the south exit will take you back to the entrance no matter where you are though.
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