Level-design articles

Level-design articles

Re: Level-design articles Posted by Captain P on Thu Dec 21st 2006 at 8:46pm
Captain P
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Posted 2006-12-21 8:46pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I just came by this thread at Interlopers where someone posted links to level-design articles. I had read most of them already but not all.

Here's the list:

Ben's Small Bible of Realistic Multiplayer Level Design (.pdf)
Multiplayer Level Design by Geoffrey Smith (.doc)
Lunara.com - Old "Deathmatch Encyclopedia" Articles
http://www.johnsto.co.uk/design

To which I would add a German article (with lots of images for us non-Germs, err, Germans):
Spielhandeln im Deathmatch (.pdf)

So I wondered, does any of you guys still have some interesting links? Might be nice to share them if that hasn't been done here before already... :smile:
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Re: Level-design articles Posted by reaper47 on Thu Dec 21st 2006 at 9:51pm
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Posted 2006-12-21 9:51pm
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The German article invented some words which I think never existed before in German language :lol:

I think the johnstoblog (creator of de_dust) should be read at least partially by everyone interested in this matter.

Than there are a couple of articles at www.gamasutra.com. I don't have exact urls but some searching should reveal them.

PS: nice links there, Captain, I just read a bit of them. Old but interesting stuff because it's summed up nicely.
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Re: Level-design articles Posted by Andrei on Thu Dec 21st 2006 at 10:28pm
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Posted 2006-12-21 10:28pm
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Those are some interesting articles.

You know, if we took all the tutorials we have here at the pit, added some extra notes here and there and compiled the whole thing into a pdf we'd have a pretty decent editing guide.
Re: Level-design articles Posted by Captain P on Thu Dec 21st 2006 at 11:54pm
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Posted 2006-12-21 11:54pm
Re: Level-design articles Posted by Campaignjunkie on Fri Dec 22nd 2006 at 5:31am
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Posted 2006-12-22 5:31am
Re: Level-design articles Posted by Captain P on Fri Dec 22nd 2006 at 3:29pm
Captain P
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Posted 2006-12-22 3:29pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Nice ones, CJ. I read them a while ago. I think I'll add something to the Flow article, as I believe it's as much about how the map causes people to flow through it as it is about how easy it is to walk through it.
Create-ivity - a game development blog
Re: Level-design articles Posted by Flynn on Fri Dec 22nd 2006 at 6:21pm
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Posted 2006-12-22 6:21pm
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lol I read some of them upto a point and then I realised they were for multiplayer. I mean honestly, why do people just assume that we all map for multiplayer? What is the obsession with mapping multiplayer :evil:
Re: Level-design articles Posted by reaper47 on Fri Dec 22nd 2006 at 6:24pm
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Posted 2006-12-22 6:24pm
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Campaignjunkie posted some nice links on SP mapping.

But it's true much more people map MP, mainly because it's easier and you can see people play it more directly. :/
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Re: Level-design articles Posted by Captain P on Fri Dec 22nd 2006 at 7:02pm
Captain P
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Posted 2006-12-22 7:02pm
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Flynn: not all of these articles are for multiplayer, several of the gamasutra ones (specifically the interview/postmortem ones if I recall correctly) focus on singleplayer. Stupid really, I mean, why do they simply assume we all design singleplayer maps? :wink:

<div class="abouttext">Message submitted 49 minutes after original post:</b></div>
Anyway, just stumbled on an interview with Adam Foster, creator of the Minerva serie. Yes, it's singleplayer. :smile:
Create-ivity - a game development blog
Re: Level-design articles Posted by Orpheus on Sat Dec 23rd 2006 at 6:33pm
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Posted 2006-12-23 6:33pm
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Flynn said:
lol I read some of them upto a point and then I realised they were for multiplayer. I mean honestly, why do people just assume that we all map for multiplayer? What is the obsession with mapping multiplayer :evil:
I have seen very few Single player maps, that would make a good Multi-player map. I have however seen s**t loads of Multi-player maps, that would make good Single player maps.

The point is, you cannot lose by studying MP design. Anyone who doesn't know which parts will not cross the boundaries from SP to MP or MP to SP, doesn't need to be mapping in the first place. :rolleyes:

The best things in life, aren't things.
Re: Level-design articles Posted by DrGlass on Wed Dec 27th 2006 at 6:06pm
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Posted 2006-12-27 6:06pm
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lol I read some of them upto a point and then I realised they were for multiplayer. I mean honestly, why do people just assume that we all map for multiplayer? What is the obsession with mapping multiplayer :evil:
why masturbate when you can orgy?
Re: Level-design articles Posted by Andrei on Wed Dec 27th 2006 at 6:49pm
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Posted 2006-12-27 6:49pm
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Hat's off to you! Highly quotable. :lol:
Re: Level-design articles Posted by reaper47 on Wed Dec 27th 2006 at 9:59pm
reaper47
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Posted 2006-12-27 9:59pm
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lol, mean. I'd say it's more simple sex vs orgy, logically. And orgies mostly contain other men so... :/ A matter of taste.
Why snark works.
Re: Level-design articles Posted by Flynn on Sat Dec 30th 2006 at 10:20pm
Flynn
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Posted 2006-12-30 10:20pm
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Bump!
Re: Level-design articles Posted by Orpheus on Sat Dec 30th 2006 at 11:50pm
Orpheus
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Posted 2006-12-30 11:50pm
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I know that this is gonna sound like I'm being a prick, but WTF did you bump something, thats still on the God damned front page? :rolleyes:

Oh, about that prick resemblance, its a vicious rumor started by Fisheye. Seems it took one to know one and, well, he was the most qualified to know.

/runs

The best things in life, aren't things.
Re: Level-design articles Posted by Naklajat on Tue Feb 20th 2007 at 3:58am
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Posted 2007-02-20 3:58am
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I've referred to this thread many times in the past couple months, there are a lot of really great resources here. It'd be a shame to see this thread be forgotten.

Here are two excerpts from UT mapper Hourences' recently published book, "The Hows And Whys Of Level Design"
http://help.hourences.com/booklighting.htm
http://help.hourences.com/bookgameplay.htm

o

Re: Level-design articles Posted by Naklajat on Sat Mar 3rd 2007 at 3:33pm
Naklajat
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Posted 2007-03-03 3:33pm
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Here's an article that's less about level design in particular and more about overall game design: Ten Maxims Every FPS Should Follow

It does a good job of illustrating some 'big' concepts that can (and often do) make or break a game (or mod :wink: or SP minimod/mission/adventure/campaign).

o