The month of October has ended, which also means the end of #Blocktober, our chilling October Challenge, and the Quake Halloween Map Jam. We take a look at this, and much more. So without further adieu...
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In the second part of his series on Beginning Level Design, Tim Ryan proposes a 20 rules for level design. Among them are 'Maintain the vision' and 'A level will only ever be as good as you imagine it'.
Our second article of the week is part of "The Dos and Don'ts of CS:GO Level Design", a massive guide written by Exodus. The full guide includes 23 sections. Some of the topics covered here are: Cover, Flow, Sightlines, Routing, and Optimization.
Next up, Josh Bycer illustrates the differences between Environmental Design and Level Design, contending that one is about aesthetics, architecture, and sometime lore, while the other involves creating content to test players.
Our October Challenge, The Thrills of Horror, concluded on October 28th with a submission from @Asperche. He has players fleeing terrorist through an Opera and a Church after a murder occurs during a concert.
Gongji is the work of 3 fine lads for the Exotic Places CS:GO Competition. Set in "a Chinese night market and its immediate surrounding areas (obviously taking place during night)", the team working on it has been quick to improve the level based upon feedback from testers.
Finally, we've announce our Next Level Design Challenge for November - Building a Gathering. Your Objective is to design a card game: tabletop or digital, simple or complex, you decide. Full details can be found in the announcement.
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