History Main / CutAndPasteEnvironments

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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Added DiffLines:

* 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.
17th May '16 2:33:59 AM TheOneWhoTropes
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* ''VideoGame/FinalFantasyXIV'' has enormous expanses of land that re-use some assets to fill out the space, supposedly due to limitations imposed by the {{Playstation3}}. While all [=MMO=]s do this to some extent, much ado has been made about this game's usage of the trope as it sometimes recycled entire topographical features. When the game got rebooted in 2013, almost every single geographical location gotten a makeover and looks unique to each other.

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* ''VideoGame/FinalFantasyXIV'' has enormous expanses of land that re-use some assets to fill out the space, supposedly due to limitations imposed by the {{Playstation3}}.UsefulNotes/Playstation3. While all [=MMO=]s do this to some extent, much ado has been made about this game's usage of the trope as it sometimes recycled entire topographical features. When the game got rebooted in 2013, almost every single geographical location gotten a makeover and looks unique to each other.
2nd Mar '16 5:26:33 AM erforce
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* ''VideoGame/FirstEncounterAssaultRecon'' frequently reuses room layouts, with the only differences being the placement of objects; this can possibly be explained by way of about half or more of the game taking place in an office building. ''F.E.A.R. 2'' in turn reuses only-slightly-modified subway areas from ''VideoGame/{{Condemned}}: Criminal Origins'', while the SCU headquarters in one level of ''Condemned 2'' bears more than a passing resemblance to the aforementioned Armacham offices.

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* ''VideoGame/FirstEncounterAssaultRecon'' frequently reuses room layouts, with the only differences being the placement of objects; this can possibly be explained by way of about half or more of the game taking place in an office building. ''F.E.A.R. 2'' in turn reuses only-slightly-modified subway areas from ''VideoGame/{{Condemned}}: Criminal Origins'', ''VideoGame/CondemnedCriminalOrigins'', while the SCU headquarters in one level of ''Condemned 2'' ''VideoGame/Condemned2Bloodshot'' bears more than a passing resemblance to the aforementioned Armacham offices.
22nd Jan '16 9:03:07 AM Morgenthaler
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* ''VideoGame/ResidentEvilTheUmbrellaChronicles'' has the train and mansion chapters ported directly from the games they appeared in (namely ''VideoGame/ResidentEvil0'' and the 2002 version of ''VideoGame/ResidentEvil''), as well as portions of Raccoon City from ''ResidentEvilOutbreak''.

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* ''VideoGame/ResidentEvilTheUmbrellaChronicles'' has the train and mansion chapters ported directly from the games they appeared in (namely ''VideoGame/ResidentEvil0'' and the 2002 version of ''VideoGame/ResidentEvil''), as well as portions of Raccoon City from ''ResidentEvilOutbreak''.''VideoGame/ResidentEvilOutbreak''.
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