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A minor tip I saw on a video about the development of the Doom levels was to do them in reverse. The theory being that you get better at designing levels with t
by jmbrook 8y ago
A minor tip I saw on a video about the development of the Doom levels was to do them in reverse. The theory being that you get better at designing levels with time and the best levels should be near the beginning. Always liked the idea, but not had a chance to use it, yet.
- fjsolwmv 8y agoIf that's true, then throw away and redo the end levels.
- doomlaser 8y agoYeah, John Romero explains that the famous e1m1 was the last level he designed for the original Doom, in this fantastic developer commentary he did for the game's first episode with IGN, for the game's 20th anniversary: https://www.youtube.com/watch?v=YUU7_BthBWM https://www.youtube.com/watch?v=YUU7_BthBWM 'the classic horseshoe design' - show inaccessible teasers of later areas of the stage near the beginning to drive the player forward
- animal531 8y agoOne bad thing about this is that your game will get progressively worse as the player progresses, which isn't great. An interleaved method will give better results.