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tutorials:mapping:romero_level_design_tips

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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 of design.
  • The start if the level should present interesting choices, or look impressive.
  • Always changing floor height when I wanted to change floor textures.
  • Using special border textures between different wall segments and doorways.
  • Being strict about texture alignment.
  • 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.
  • Being 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.
  • Creating easily recognizable landmarks in several places for easier navigation.
tutorials/mapping/romero_level_design_tips.1699726646.txt.gz ยท Last modified: 2023/11/11 18:17 by A User Not Logged in