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Been thinking heavily about level design lately. After a moderate overhaul to my E1M1 remake (which has already been adjusted and cleaned up numerous times), I feel almost silly that I was about to release it in its state when I first uploaded it for testing a few months ago. After playing it seemingly infinite times, it has slowly become apparent what is fun, what makes sense, what is obvious, what is subdued, what makes for good flow and good combat.