User Tools

Site Tools


tutorials:mapping:romero_level_design_tips

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
tutorials:mapping:romero_level_design_tips [2023/11/11 18:09] A User Not Logged intutorials:mapping:romero_level_design_tips [2024/03/07 03:10] (current) A User Not Logged in
Line 1: Line 1:
 =====Romero's Level Design Tips===== =====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. 
-  *Always changing floor height when I wanted to change floor textures. +  *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. 
-  *Using special border textures between different wall segments and doorways. +  *If your map looks like it could be make in earlier tech, that's a failure in it's design. 
-  *Being strict about texture alignment.+  *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.   *Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas.
-  *Making sure that if a player could see outside that they should be able to somehow get there. +  *Make sure that if a player can see outside that they are able to somehow get there. 
-  *Being strict about designing several secret areas on every level. +  *Be strict about designing several secret areas on every level. 
-  *Making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level. +  *Make your levels flow so the player will revisit areas several times so they will better understand the 3D space of the level. 
-  *Creating easily recognizable landmarks in several places for easier navigation.+  *Create easily recognizable landmarks in several places for easier navigation.
tutorials/mapping/romero_level_design_tips.1699726147.txt.gz · Last modified: 2023/11/11 18:09 by A User Not Logged in