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  3. Level Design

process of creating the level

  • mjens
  • November 14, 2007 at 7:35 PM
  • mjens
    • November 14, 2007 at 7:35 PM
    • #1

    hi,

    I want to ask you all what are your's stages of making levels? I just can't start or when I'm sure it will be good it looks bad in game or it plays badly... How to stary/create/finish a good level?

  • Psyshokiller
    • November 14, 2007 at 8:18 PM
    • #2

    Maybe you should take a look at hourence's book. Topics like that are covered in it multiple times.

  • PogoP
    • November 14, 2007 at 8:38 PM
    • #3

    That's Hourences way.

    I tend to design a few bits of my map beforehand to get a feel for the kind of atmosphere/environment I want to create, then design a layout and adapt this particular section to my new layout. I then tend to block out this floor layout in Hammer to test distances and timing from different parts of the map. Then I build the map upwards, working my way through it, detailing as I go.

  • mjens
    • November 14, 2007 at 9:51 PM
    • #4

    timings is the main problem - i'm talking about editor and in game measures of deistance...

    where can i buy hourances book?

  • Psyshokiller
    • November 14, 2007 at 10:38 PM
    • #5

    http://%7boption%7d

    What's your problem with distance? Are you having problems, getting a sketch from paper to 3d?

  • JamesL
    • November 15, 2007 at 11:16 AM
    • #6

    That's such a massively open ended question it's almost impossible to answer on a forum. Depending upon whether it is single or multiplayer, must support online play, or split screen co-operative play, whether AI characters must navigate it or if it is solely for human players all have a massive impact on the process of design and construction.

    However to generalise (and this is an over simplification)

    Define high level function.

    Define high level form.

    Create a paper layout.

    Greybox (fast prototype) the layout.

    while !gameplay good

    {

    Playtest, playtest, playtest

    Iterate the greybox layout

    }

    Whitebox the level (define what your greybox shapes actually are, add gameplay related props)

    while !gameplay good

    {

    Playtest, playtest, playtest

    Iterate the whitebox layout

    }

    Lock down layout

    Add textures, all non gameplay props, sound etc.

    Something I also do personally, and I have met a mixed reaction as to the usefulness of this, is to create fy_ map (to borrow a counterstrike term) versions of my primary encounter areas. This is a great way to test the feel and gameplay of an element of your overall design, without having to build the entire environment. If you construct and playtest your primary encounter areas in this way and prove they work, then it's simply a matter of connecting them together believably. Perhaps not a methosd everyone would use, but for me it's invaluable since it means I can build a test area in the morning, stick it on a my servers in the afternoon and playtest it with folks all evening.

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