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Gunplay

What is gunplay, and what makes for 'good' gunplay? This article is a breakdown of the mechanics of gunplay, and the impacts of various approaches (ex: Projectiles vs Hitscan).

Map Feature: MAAR DÚN

A 2v2 slayer level for Halo 5, set in a Wraith City called MAAR DÚN

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  • These are my maps

    https://www.moddb.com/games/unreal-tournament/addons/goldeneye-grit-complex https://www.moddb.com/games/unreal-tournament/addons/chemical-tank https://www.moddb.com/games/unreal-tournament/addons/mystic-pyramid https://www.moddb.com/games/unreal-tournament/addons/deck16-modern https://www.moddb.com/games/unreal-tournament/addons/deck16-industrial https://www.moddb.com/games/unreal-tournament/addons/nali-arena https://www.mapraider.com/maps/search/legodeck/5932/Legod

    Zero Khan
    Zero Khan
    RELEASED PROJECTS 1

    Senshi no Kyujo

    Hello everybody, got another core style map (however I'm really pushing the envelope on that definition) and I have an original layout that is best played ONLY slayer, and is good for 2v2 or FFA up to 8 players. It should also be stated that once again the layout is asymmetrical but all placed items are symmetrical. It will always take players the same amount of time to get to each item from that player's spawn.   What is to note is that this map's architecture and visual style is deri

    Cheese Nibbla
    Cheese Nibbla
    RELEASED PROJECTS

    Atlas (Bio Lab Re-Design)

    Hello everybody, this is my first real project and it took about 2 months of designing and tweaking and I'm finally happy with the end result so I thought I would finally share it.   So what is Atlas?   Atlas is a re-design of Bio Lab from Call of Duty: Advanced Warfare. Bio Lab was an amazing example of basic gameplay layout, because unlike the majority of the maps in AW, this map is designed around the mobility mechanics rather than feeling designed with a BOTG mindset and

    Cheese Nibbla
    Cheese Nibbla
    RELEASED PROJECTS 2
  • The Making of Last Bastion: A Level Design Documentary - Jesse Duchene

    Last Bastion is a Halo 5 Forge Map from Jesse Duchene, AKA @Soldat Du Christ.  The level was officially released near the end of 2018.  Jesse then created a 'Making Of' video, and published that in June of 2020.  The video is a detailed breakdown of his thought processes behind the design, and provides great insight into the type of thinking that can be used to create great levels.  We recently met up with Jesse to talk about the video, further picking his brain on both the level and the video.

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    Articles

    Reaching Perfection, Chapter 31: Immersion - Ray Benefield

    About Reaching Perfection     Missed Chapter 30? Read it here: Application     Intro Have you ever done something that made time fly without you realizing it? Ever play a game where you felt you spent only an hour, but then realize that four have gone by? Ever play a map where you were so deep into having fun and fighting the opposition that you had no time to criticize the map fully because you were so focused on playing the game that the map was made f

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    Articles

    Blocktober 2020

    2020 marks the fourth October of Blocktober.  During Blocktober, level designers across the world flock to Twitter to share their level blockouts with the tag #Blocktober.  Launched in 2017 by Michael Barclay, Blocktober is the Level Design equivalent of Inktober. Michael wrote a summary of the first Blocktober, appropriately titled 'Blogtober' on his website, and you can read that HERE.    Now that you know more about Blocktober (or...know the same amount if you already knew about it.

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    News

    Core - Game Creation Kit

    What is Core? Core is "a radically accessible game construction kit, content exchange, and game-playing platform, all in one."  Put simply, it's a free to play PC based Game Development tool. Developer Manticore Games has a grand vision which has driven their developmental process for this 'game'.  In their own words, their mission is "to unleash a new wave of creativity in games by radically lowering the barriers to game making and publishing the same way that YouTube revolutionized v

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    News 1

    Diabotical - Season 1 Mapping Contest

    About Diabotical Earlier this month, Diabotical was officially released into the wild.  For those of you who may be unfamiliar with it, it's a free to play, fast paced, multi-player only title. The best comparison that most everyone will be familiar with is Quake.  If you're interested in learning more about the game, Google and Youtube are your friends. We also published a short article about it's Beta earlier this year, which includes footage of the Map Editor.  Additionally, here's a cra

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    News
  • I'm writing about level design

    Finished translating the newest page. I can't write about concept design because I don't know it.

    Zero Khan
    Zero Khan
    DESIGN DISCUSSION

    I'm writing about level design

    I'm going to add another category "Beginning and planning" before going back to making maps.   In Magic they design cards in what they call Top-Down or Bottom-Up. When they do Top-Down the theme comes first. You take priority on flavour, theme, emotions, such as catastrophes, fear or vampires. When they do Bottom-Up they take priority on mechanics, what the card does first. For ex: I want to deal 4 damage to any target. The spell can represent a lightning, a fireball, a bomb, this is d

    Zero Khan
    Zero Khan
    DESIGN DISCUSSION

    Halo Infinite

    I mean, why even lock slide behind sprint? Just make the sprint button the 'slide' button, and/or the 'air drop' button, like a mid-air version of slide. And give sprint kids an option to turn on an 'immersion' toggle that makes their FOV animations more 'eXPreSSIve'. Solves all the problems.

    icyhotspartin
    icyhotspartin
    GAMES DISCUSSION

    Halo Infinite

    is there any reason we can't just have sprint as slow as base movement? this way people can only use it for sliding. It would serve only as a trigger to slide. so the game doesn't confuse crouching for sliding (without sprint) And this way it would ACTUALLY not be any issue compared to no sprint. The biggest problem it would have is some jumps may not be possible anymore.   I believe it was someone here who said it a while ago during one of the flights that "sprint was so useless it's

    JB_
    JB_
    GAMES DISCUSSION

    Halo Infinite

    I took a lot of notes from the last flight, but I never got a link to fill out the post-play survey. I'll pepper some of them in here:   I'm by no means a competitive player but I do think that BR starts with the existing infinite BR75 or whatever they call it are not going to feel very good. I think they've artificially limited the BR's short-range effectiveness, and paired with the heavy aiming even on 0 deadzones it was not a pleasant weapon to use, at least not in the last flight.

    icyhotspartin
    icyhotspartin
    GAMES DISCUSSION
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    Member Albums

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    Member Albums

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