=====Romero's Level Design Tips===== *The start of the level should fit it's purpose. For example: Do you want to teach the player, or scare them. If the former then there are no enemies, if the latter then there are. *When the player solves part of a puzzle they should already know where to go next. For example: If you have already tried to open a red door before you found the keycard. Bad example: You throw a switch and nothing apparent happens. *If your map looks like it could be make in earlier tech, that's a failure in it's design. *The start of the level should present interesting choices, or look impressive. *Always change floor height when you change floor textures. *Use special border textures between different wall segments and doorways. *Be strict about texture alignment. *Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas. *Make sure that if a player can see outside that they are able to somehow get there. *Be strict about designing several secret areas on every level. *Make your levels flow so the player will revisit areas several times so they will better understand the 3D space of the level. *Create easily recognizable landmarks in several places for easier navigation.