• El Bronco

    El Bronco   Nature had its own plans for this once prospering little town...   It surely did look promising to become a cornerstone of the Wild West train network, however... Soon after the well was being used and the foundation of the train track was laid the town got hit by numerous unforgiving seisms and landslides.       El Bronco is a 2v2 deathmatch level made with Halo 5's Forge; a collaboration between myself and @Box_Hoes

    Buddy Jumps
    Buddy Jumps
    Projects 1

    March 2020 Challenge Submissions & Discussion: War Games

    WAR GAMES What could be more appropriate for a Challenge in the month of March, than a military theme?  There's probably something, but this is what we're going with.  😋   So here's your challenge: Design something specifically for a military simulation game, and share it with us - It can be a gun model, a playable level, concept art, or anything else you feel relates to this subject.   Read the official Challenge Announcement Article here:    There's no

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    Competitions 3

    February Challenge Submission/Discussion: A New Love

    Ahh...February, the month of Love.  ❤️ 😍 🥰 💕 ❣️   Valentine's Day is an opportunity to share your appreciation for those you love the most.  But here on Next Level Design, we're asking you to kick your old lover to the curb.  Not your real life love, but the design methods you've grown to love, and feel most comfortable with. Your Challenge in the month of February is to give your tried and true tools and/processes the cold shoulder, and to see if you can find A New Love.  

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    Competitions 10
  • Introduction to Map Design - Edgemister Gaming

    Edgemister Gaming (@Edgemister) has started up a new level design YouTube series.  The first video in this post is an introduction to the series.  The second video dives right into the subject matter.  Hope you all enjoy!                 Follow Edgemister Gaming YouTube: https://www.youtube.com/user/edgemistergaming/ Twitter: https://twitter.com/edgemister_   Follow Next Level Design Join the Forum: htt

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    Articles

    Designing FPS Multiplayer Maps: Part 1 - Mike Stout

    An Overview: What is Fun About FPS Multiplayer?     Choices Sid Meyer once said that “a game is a series of interesting choices” and nowhere in game design is this more true than Multiplayer Design. In a single player game, the designer has access to design tools to help guide the player, like linear progression, or even just general good crafting of gameplay segments. In a multiplayer game, the player is constantly having to make his own experience using only the tools you p

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    Reaching Perfection, Chapter 19: Threat Zones - Ray Benefield

    About Reaching Perfection     Missed Chapter 18? Read it here: Patience     Intro When playing a map if you see a set of explosives you tend not to worry too much about them until you are in their proximity. If you see a player with a shotgun you tend not to be too worried until he gets up close and personal. If you see someone on a turret from sniper distance they tend to not bug you due to the turret’s spread of fire. All deterrents have a set area whe

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    Why I Hate Corridors: Tips on Better Level Design - Mark Drew

    *Header Image Credit: Thomas Simonet           Follow Mark Twitter: https://twitter.com/markdrew YouTube: https://www.youtube.com/user/markdrew/ Website: https://markdrew.io/   Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://t.co/hkxwVml0Dp

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    5 Game Design Tips - Simon O'Callaghan

    *Header Image Credit: Aurore     Start With a Small Idea Everyone has grand ideas, projects involving mountains of details with complex gameplay systems. The problem with these ideas is that they are extremely difficult to know exactly where to start. They often involve so many different steps with such complex planning that they can easily be abandoned long before they reach a finished prototype stage.   I find creating a small experimental idea using existing or p

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    Articles
  • What Are You Working On?

    I like it.     Someone else said it before I'm sure but what about power ups that spawn at different areas of the map. Almost like hill on construct. predetermined spots that change every drop. Not only adds a layer of skill to timing and knowing the next placement but also promotes the movement now that people always have to go to a new spot instead of camping the same one every drop.  

    JB_
    JB_
    Design Discussion

    What Are You Working On?

    What do you guys think of using weapons/power ups to promote movement 

    Box_Hoes
    Box_Hoes
    Design Discussion

    What Are You Working On?

    I have no internet and I must scream

    icyhotspartin
    icyhotspartin
    Design Discussion

    What Are You Working On?

    BRUHHHH THIS GUY ASCENDS US ALL!   Flow, Room, Map, Lanes, Layouts, Connections, High End Item, Dead End,Battle Arena, Spawns, Teams, Pathways, Combat, Middle, Fights, Camping, Multiple Exits, 3 Lanes, Design, Gravitate, Disconnected, Battlegrounds, 1 way, Areas, Game play, Set Ups, 80% Swag, 28% Majority, Strategic, Quake Reference , Verticality, Multiple planes, Cover, Level Playing Fields, Equals, Reflexes, Halo, Destiny, Multiple Shots, Hills, Ground, Sight-lines, Head-shot materia

    SaltyKoalaBear
    SaltyKoalaBear
    Design Discussion

    What Are You Working On?

    "Extraordinary claims require extraordinary evidence"   Evidence I have yet myself to bare witness too.    The forge community is small, I have all of you in my head. Even you @spranklz  

    SaltyKoalaBear
    SaltyKoalaBear
    Design Discussion
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    Member Albums

    In the Red Canyon - Ruxing Gao.jpg

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    City Hall. Stockholm, Sweden.jpg

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