Any Level Design Tips?

Grapes | Heroic Unstoppable!
 
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After months of procrastination and brainstorming Im finally going to make that FPS i wanted to make. Currently im starting to get into maps and such. Just wondering if any of you guys have any experience with level design, and if you have any tips you could give me to make the whole game making process easier.


 
Isara
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You have an important choice to take in the early stage when it comes to level design; do you want small, closed in levels, or open and wide ones? That's the most important choice for FPS level design, and it's what made the whole difference at the start of the current design style of FPS games.

Afterwards comes composition, and there's a great article about that on Gamasutra.


Grapes | Heroic Unstoppable!
 
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Shitpost King
You have an important choice to take in the early stage when it comes to level design; do you want small, closed in levels, or open and wide ones? That's the most important choice for FPS level design, and it's what made the whole difference at the start of the current design style of FPS games.

Afterwards comes composition, and there's a great article about that on Gamasutra.

Mix of both :)


 
Isara
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You're still green as a leaf. Going for that kind of design choice is quite reckless.

This sums up what will happen
YouTube

Mix of both :)


Grapes | Heroic Unstoppable!
 
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You're still green as a leaf. Going for that kind of design choice is quite reckless.

This sums up what will happen
YouTube

Mix of both :)
i cri ervry tim


 
Isara
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If you actually mean to start working on a FPS game, and especially your first one... You should go for a closed level approach. It might seem redundant, but it's the best way to learn the basics.

i cri ervry tim


Grapes | Heroic Unstoppable!
 
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If you actually mean to start working on a FPS game, and especially your first one... You should go for a closed level approach. It might seem redundant, but it's the best way to learn the basics.

i cri ervry tim

Come to think of it, closed maps are generally my favorites while playing FPS's. Although i might want to have an experimental map.


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Corridors. Lots and lots of Corridors.


 
 
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Sandtrap
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Rockets on my X
Here's a suggestion. If you really want to try "a mix of both."

You build a map that has two levels. The topside, "groundside" part of the map is the largest. This is where you'd have your big vehicle mash-up fests and all that.

And beneath that, underneath the topside, is the underground base kind of deal. It's an enclosed environment down there with your standard tight spaces, and corridors.

I don't know what kind of FPS you feel like making or what kind of gametypes you'll have or anything. But let's stay true to your mix of both idea. You can start by working with the underground section of the map, the small section, like Isara said, and as you progress and learn more, if you want to stick with your idea you can work on the topside of the map and join the two together.


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