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tutorials:mapping:romero_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.
  • 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.
tutorials/mapping/romero_level_design_tips.txt · Last modified: 2024/03/07 03:10 by A User Not Logged in