Level Design: Games that you believe get it right.

 
Pippen
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You either die a hero or live long enough to become Mythic..
Level design is extremely different per game, and there is never a "perfect" design for any game. Just ones that do it right.

So now I look at you all, in levels, multiplayer maps, open worlds, etc. Do you think there is a game that got the design right for that particular type of game?



I personally believe Halo CE's Damnation map showed a great design for a competitive multiplayer map. It wasn't simply just "roam around and shoot people" or "hunker down and let them come" it was varied, complex and strategic.
Weapon spawns in the perfect place so that players have to work with eachother to grab the power weapons. Height advantages and lines of sight broken up perfectly to allow competitive players many different ways to tackle the opposition.

Of course, I wouldn't count Damnation as a perfect map for casual play, as it wasn't perfectly designed for that. I would look at a map like Last Resort or Relic in Halo for a more casual design.
Last Edit: September 12, 2016, 05:42:31 PM by Pippen


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Deus Ex Human Rev and Mankind Divided have amazing single player level design. All of their worlds have several alternate paths that support completely different play styles depending on how you upgrade your character.

De_dust2 is one of the most balanced and favored multiplayer maps in PC shooters.

(Generic opinion) The Pit, Lockout, and Guardian are the quintessential Halo maps.


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Mario Kart 8's Yoshi Circuit is really well done. None of the tracks really accommodate for inside drifters on higher ccs but Yoshi's feels like it was made to be done on 200cc with an outside drifter. There's a part where you can jump over a bendy part of the track instead of go through it and it just feels so right to do.

CE and Halo 1.5 had good level design. Easily on par with Unreal Tournament 2003 in my mind. Facing Worlds 3 is one of my favourite maps of all time. Oi Pip I'll 1v1 ya in CE sometime.

Banjo-Kazooie and Tooie are textbook games on how to make singleplayer levels great (with the exception of Grunty Industries). They're pretty large without being lifeless or easy to get lost in. Great level design formula


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Dark Souls 1. The mostly interconnected world is just astonishing. If a player wanted they could visit the majority of the game (besides Anor Londo) without a cutscene.


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Operation Locker.

Literally the only good map on BF4.


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I appreciate this thread topic.
Tabletop rpg's are a good platform for the aspiring level designer (or really any game designer) to test levels in a barebones system with rules and systems, which they can tweak and adapt for player experience. It's like the open-source coding of game design.

I find it difficult to discuss level design because the idea involves the holistic synthesis of other game elements.

Specifically in videogames... Supermetroid is a good example. Take the station you initially arrive in for instance. It's a place for you to familiarize yourself with the controls and the premise of the story. From the moment you enter the station the design shows through. The shaft you first enter into is littered with platforms. It may create the expectation in a vigilant player's mind of navigating those platforms to get back to the ship. The intervals on the platforms are spaced so that the player can't fall straight down unless they've trained to do it. The placement forces players to get a sense of how Samus moves across them and how easy it is to fall off of them. Next are a couple rooms of mostly horizontal movement across the screen, though if memory serves I think you have to jump in at least one of them, which specifically showcases the mechanics of Samus' jump. These rooms are also important in establishing the atmosphere, particularly the room with the dead scientists. Entering the room with the metroid larva first shows players the objective of the game, then Ridley provides players with a simple test of combat mechanics and a clear antagonist for Samus to pursue. From sequencing the 3 or 4 rooms, the player has experienced: movement mechanics, atmosphere and tone of the game, the objective, an antagonist, and combat mechanics (though only briefly). The level design takes advantage of all core aspects of the game and combines them into a seamless experience. What follows after is a test of mechanical precision back up the entrance shaft, preparing players for the traversal they'll commonly experience on SR388 (though not under the same stress). It sets a foundation and means of mechanical progression for the next areas.


 
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You either die a hero or live long enough to become Mythic..
Oi Pip I'll 1v1 ya in CE sometime.

I'd probably lose but sure


 
Pippen
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You either die a hero or live long enough to become Mythic..
I appreciate this thread topic.
Tabletop rpg's are a good platform for the aspiring level designer (or really any game designer) to test levels in a barebones system with rules and systems, which they can tweak and adapt for player experience. It's like the open-source coding of game design.

That was definitely something you showed when we were doin D&D, you loved designing it.

And it is something I have come to develop as we have been playing d&d, our next game is going to be the first time I ever really put everything I have learned so far into one thing(as you have seen).

However in video games levels have to specifically cater to the mechanics, while in an tabletop RPG some workarounds can be made.
I think the worst mindset that can happen though is going into a level feeling confined to specific mechanics. Instead of working with them to create something great.


 
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You either die a hero or live long enough to become Mythic..
Lockout, and Guardian are the quintessential Halo maps.

I will say that both of these maps are fun, but I definitely think that both of these maps have the potential to be great competitive maps as well as casual.


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Call of Duty 4's multiplayer maps were perfection with the exception of Downpour. Lots of ways to get around the map, tons of different sight lines for aiming, hidden doorways, and they were all asymmetric too. Usually those types of maps can be unbalanced, but CoD 4 did that type of style justice. When playing that game I never sighed in disgust when I saw the map I was playing on like I did with future titles. All of these maps fit every type of playstyle whether you were a rusher or sniper.


 
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You either die a hero or live long enough to become Mythic..
Destiny

I will say that a lot of the levels they have created are great and fun to play on.

The fact they repeat it sometimes though...


 
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You either die a hero or live long enough to become Mythic..
Call of Duty 4's multiplayer maps were perfection with the exception of Downpour. Lots of ways to get around the map, tons of different sight lines for aiming, hidden doorways, and they were all asymmetric too. Usually those types of maps can be unbalanced, but CoD 4 did that type of style justice. When playing that game I never sighed in disgust when I saw the map I was playing on like I did with future titles. All of these maps fit every type of playstyle whether you were a rusher or sniper.

Well yeah, CoD 4 was the last good Call of Doody game


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Operation Locker.

Literally the only good map on BF4.

Not as good as Operation Meatgrin- Metro, I mean. Hands-down best map in competitive gaming history.

Ok seriously though, BF3/4's less linear maps were a lot better with the 5-flag setups, like Caspian Border and Gulf of Oman (although originally that's from BF2).

World at War also had some decent ones, but through symmetry which doesn't really feel natural. Seelow Heights and many of the larger tank supported maps weren't so one sided, although there would be some contended hot spots and camping areas.


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That map was awesome.


 
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i mean i love that map and all, but it honestly is a really bad map


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You either die a hero or live long enough to become Mythic..
Fuck the haters



It was a fun map, don't get me wrong...

But it's pretty bad


 
 
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Isla Innocentes from Bad Company 2 rush was 10/10.

Honourary mention for Damavand Peak in BF3.


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Jacob Potila was actually a Jacob Flotilla of lies.- WarTurkey
Isla Innocentes from Bad Company 2 rush was 10/10.

Honourary mention for Damavand Peak in BF3.

Everyone jumping off the cliff was awesome


 
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You either die a hero or live long enough to become Mythic..
Isla Innocentes from Bad Company 2 rush was 10/10.

Honourary mention for Damavand Peak in BF3.

Sadly I don't know too much on BattleField maps, would you care to ellaborate?


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I'd probably lose but sure
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Hahahaha very funny Zonda
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You will find out who you are not a thousand times, before you ever discover who you are. I hope you find peace in yourself and learn to love instead of hate.
Guardian is still my favourite map of all time. I love it