Level Design Theory - Single Player Mapping

This blog contains lessons learned by me through the process of mapping for Single Player games, primarily, Half Life 2, Portal and Left 4 Dead (yes Left 4 Dead can be considered a single player game). This blog's focus is on the player experience. To hell with the nuts and bolts of the level editor, the entities, models and brushes. This blog is about coming up with a final result when it's all put together. How does the player feel about the experience?

Sunday, 26 May 2013

Half Life 2: Deep Down - Visual hints to secret areas

Posted by Aazell at 15:27 1 comment:
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Half Life 2: Deep Down Released

Posted by Aazell at 15:14 No comments:
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      • Half Life 2: Deep Down - Visual hints to secret areas
      • Half Life 2: Deep Down Released
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About Me

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Aazell
It's always amazing to me how the online mapping community works for HL2 related games. People post screenshots and talk about the maps they're working on. Finally they release them only for their map to be crucified by the various reviewing sites most of the time.. I think the problem is that while you can learn all there is to know about the mapping editor software, you need to really explore and test the hell out of the gameplay with other people. As a lone mapper you are not capable of designing, building then testing your SP maps effectively because you know exactly what is coming round the corner at any given moment... Also there seems to be very little information shared about good gameplay vs bad. People seem to just assume that if someone has some skill they will suddenly know all these gameplay elements automatically. Gameplay is always something that is drastically overlooked when designing new maps. So in my frustration I decided to write blogs that focus entirely on gameplay.
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