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| tutorials:mapping:romero_level_design_tips [2026/07/13 21:19] – external edit A User Not Logged in | tutorials:mapping:romero_level_design_tips [2026/07/14 20:03] (current) – fe80:de32:249f:bff1:c679:f02c:c416:ed28 | ||
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| *The start of the level should fit it's purpose. For example: Do you want to teach the player, or scare them. If the former then there are no enemies, if the latter then there are. | *The start of the level should fit it's purpose. For example: Do you want to teach the player, or scare them. If the former then there are no enemies, if the latter then there are. | ||
| + | *The start of the level should present interesting choices, or look impressive. | ||
| *When the player solves part of a puzzle they should already know where to go next. For example: If you have already tried to open a red door before you found the keycard. Bad example: You throw a switch and nothing apparent happens. | *When the player solves part of a puzzle they should already know where to go next. For example: If you have already tried to open a red door before you found the keycard. Bad example: You throw a switch and nothing apparent happens. | ||
| *If your map looks like it could be make in earlier tech, that's a failure in it's design. | *If your map looks like it could be make in earlier tech, that's a failure in it's design. | ||
| - | *The start of the level should present interesting choices, or look impressive. | ||
| *Always change floor height when you change floor textures. | *Always change floor height when you change floor textures. | ||
| *Use special border textures between different wall segments and doorways. | *Use special border textures between different wall segments and doorways. | ||