When booting up the game, the team at Blowfish have thoughtfully included a story mode of sorts to introduce the basic elements of the game to its players, on the whole, however, it’s not really worth the effort, but then it is little more than a tutorial, which is perhaps the problem. You see, beyond map creation, or trying out other users’ designs, there isn’t really a heck of a lot to do here, which means that those simply looking for a solid, old fashioned FPS title will likely be better off just holding out for the spectacular looking Doom 4. What this mode does do, however, is highlight some of the creative potential that the game can afford players, and the range of environments that its tools allows for, which, ultimately, does serve to showcase the core purpose of the game.
Now, map building is something that can go rather horribly wrong very quickly as the natural impulse is simply to throw as much stuff at the game as is humanly possible, but this simply descends into chaos, so a much more measured approach is necessary here. In fact, the sheer wealth of tools that are available to players will only come across as being rather daunting should one go diving blindly in, instead – rather obviously – it is perhaps best to approach the task of level design with a clear and concise goal, whether it’s an entirely new area, or one based on a map off of a more professional product. There are so many different types of blocks available and with them, so many possibilities, yet the core reason as to why this particular brand of world building seems more appealing to me, is that everything has a purpose, it feels practical and not in some abstract term either.