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tutorials:mapping:romero_level_design_tips [2023/11/11 18:28] – A User Not Logged in | tutorials:mapping:romero_level_design_tips [2024/03/07 03:10] (current) – A User Not Logged in | ||
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*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. | *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. | *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 | + | *If your map looks like it could be make in earlier tech, that's a failure |
- | *The start if the level should present interesting choices, or look impressive. | + | *The start of the level should present interesting choices, or look impressive. |
*Always change floor height when you change floor textures. | *Always change floor height when you change floor textures. | ||
*Use special border textures between different wall segments and doorways. | *Use special border textures between different wall segments and doorways. |