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tutorials:mapping:romero_level_design_tips

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tutorials:mapping:romero_level_design_tips [2026/07/13 21:19] – external edit A User Not Logged intutorials:mapping:romero_level_design_tips [2026/07/14 20:03] (current) – fe80:de32:249f:bff1:c679:f02c:c416:ed28
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 =====Romero's Level Design Tips===== =====Romero's Level Design Tips=====
   *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.
tutorials/mapping/romero_level_design_tips.txt · Last modified: 2026/07/14 20:03 by fe80:de32:249f:bff1:c679:f02c:c416:ed28