TF2, L4D level design pdf

Discussion in 'Mapping Questions & Discussion' started by Cerulean, Sep 23, 2008.

  1. Cerulean

    Cerulean L3: Member

    Messages:
    112
    Positive Ratings:
    59
    • Thanks Thanks x 5
  2. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    Well I find this interesting after playing a game...
     
  3. Meta

    Meta L1: Registered

    Messages:
    10
    Positive Ratings:
    1
    Does anyone else firmly believe that for most of this valve just gets a basic idea and makes the rest of the crap up to sound professional in their powerpoints?
     
  4. Vander

    Vander L8: Fancy Shmancy Member

    Messages:
    507
    Positive Ratings:
    110
    Not at all.
     
  5. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,182
    There's not really much about level design, other than the obvious contrasting wood/metal decors

    The best Level Design tips I've found are from the commentary available in all VALVe games, such as height advantage, lighting contrast, visual and audio cues, and the fact that players will rarely look up unless cued to do so.
     
    Last edited: Sep 26, 2008