wesleyjohnson
Forum Regular
Posts: 677
Registered: 04-09 |
Do not start with a room.
1. Decide why this area was built, and what activity is taking place now. Call this the theme of the level map.
2. Some relationship between three or more areas (each which may have three or more rooms). This defines the play of the level map and determines where the keys would be found.
3. Rough out the player sequence through the areas, which will have a mandatory sequence, and which can be visited freely.
This determines where the locked doors are needed.
3. Rough out the distance and size of each of areas needed to support.
This where you can start mapping.
4. Fix contrived and forced lines of play for the level. Add alternative paths for getting to special areas. They may be more difficult, require more ammo, or have some other disadvantage, but they are a choice and the player needs to figure out which is the best play path.
5. Encourage multiple trips through the areas by adopting several of the following:
a. Some area useful later as well as when clearing the immediate area of the initial monsters.
b. Closet of ammo. Much more than can be carried, and not much any where else. They come back for more ammo.
c. Medical center. They come back for health boosts.
d. A transportation or passageway nexus. Too many levels contrive a key locked door that seems plopped down in the most inconvenient area just to annoy the player the most. Make the nexus a major design element and then make use of it how best fits.
e. Control center (a somewhat overused idea) where the keys are applied to unlock areas.
6. Review, revise, and re-edit over several months (or years).
a. add new ideas, details, and complexity. The first draw is always too simple and bare. There needs to be more clutter, and that takes time and many re-visits.
b. fix rendering errors
c. remove rooms that did not work out. (this is really necessary as every design has some idea that does not quite work).
d. fix the lighting. adjust the relative lighting to achieve visible darker areas and shadowing (provides contrast).
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