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tutorials:mapping:romero_level_design_tips

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tutorials:mapping:romero_level_design_tips [2023/11/11 18:28] A User Not Logged intutorials: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 int it's design. +  *If your map looks like it could be make in earlier tech, that's a failure in it's design. 
-  *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.
tutorials/mapping/romero_level_design_tips.1699727335.txt.gz · Last modified: 2023/11/11 18:28 by A User Not Logged in