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Even if building for Doom may look outdated, this article has very solid insight at the start about level design that can be applied to any physical game. The
by TuringTest 11y ago
Even if building for Doom may look outdated, this article has very solid insight at the start about level design that can be applied to any physical game.
The idea to look at levels as works of art, and design them using the same principles is a nice one. This brings a lot of artsy theory baggage (regarding storytelling, layout and aesthetics). I hand't thought applying those to the assessment of a game level before, not explicitly.
- wsc981 11y agoI haven't played Doom 2 much, so the following comment is only regarding Doom 1. I've always found the level design of both Marathon [0] and Dark Forces [1] much better compared to Doom 1. Both games had levels which in my opinion gave the player much better feel that they're in environments that could be real. Both games were released around the same time as Doom 2. I only played a little Doom 2, because it bored me for containing so little story. --- [0]: https://en.wikipedia.org/wiki/Marathon_(video_game) https://en.wikipedia.org/wiki/Marathon_(video_game) [1]: https://en.wikipedia.org/wiki/Star_Wars:_Dark_Forces https://en.wikipedia.org/wiki/Star_Wars:_Dark_Forces
- mcphilip 11y agoLooking for Dark Forces custom levels was my gateway drug to the QMODEM, BBS, and news groups back in 1995. Similar to Doom's wad files, dark forces had gobs. Eventually a dos base editor, DFUSE, was released, but I remember one level creator (dons3d, I think) that came out with a level created without any gui based tools. He plotted out all the X, Y, Z coordinates for the vertices, calculated texture stitching offets, enemy locations, etc by hand. It was amazing. Just the act of adding a door that slid open involved a special scripting language, coordinate geometries, texture lining, etc. That man was my hero. I learned so many technical and spacial skills by trying and failing to make a good custom dark forces level. Good times.
- chipsy 11y agoIt's one of the tricks of any creative form to set down a lot of design rules and conventions - and not necessarily to make something more easily, but just to make it distinctive and cohesive. This is something I never had explained to me, but it encompasses so many different forms and aesthetics.