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Zero Khan

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  1. Added some more text in lesson 18 "restrictions breed creativity". Years ago I made maps for doom and duke 3D and Mark Rosewater is right. In doom and duke 3D you can't build true 3D floors. In spite of this restriction ppl still make huge maps in modern times. I remember being frustrated by the limitation of the 2D plane in doom, but it really forced me to find other ways to build what I wanted. That was so long ago. Restrictions really lead to new discoveries. I played Doom's Sigil and Romero made maps that are laid out on a 2D plane, yet they feel 3D. I can noticed that being restricted to building in 2D doesn't mean that the map can't have heights and towers.
  2. Finished translating the newest page. I can't write about concept design because I don't know it.
  3. 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 decided on a later stage in this case. The same thing can be done in level design. Theme first or mechanics first? It depends. In the first case you think on the atmosphere first. In the second case you think on player's actions or challenges first. So, I can think on a level that is going to be a castle. What type of castle? Some japanese architecture for example. Or the other way around, I want the player to swim underwater. Let's say to explore an underwater temple and the player has to come up for air every 30 seconds. But it doesn't have to be an underwater temple, it could be a sunken ship too. In this case the atmosphere comes later on. In both cases you need a pretty good and clear description of what the goals of the level are. That's even before any art is done. This is where I tend to overlook. I have an idea such as a castle in the mountains and then try to build it right away. In Magic's case they always put more effort on mechanics than on flavour, because they can't afford to have cards that play bad. I think that level design is more or less in the same path, you have to compromise on art first if you want the player to go in some direction or really need some event to happen in a very specific way.
  4. I finished the 20 lessons. Now I'm proof reading to find mistakes. In some parts I couldn't resist to disagree with parts of what Mark said.
  5. I should criticise my own maps. Mark Rosewater said in GDC 2016 that players can easily notice failures and spot bugs. But players more often know little about the design process. That's true. I'm in the process of taking his lessons and write the same lessons with a focus on level design.
  6. 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/Legodeck https://www.mapraider.com/maps/search/legocurse/5951/Legocurse https://www.mapraider.com/maps/openarena/domination/5934/Red-Green-Blue Unreal engine 1's BSP is the worst nightmare of all time. No matter what you do, your map is going to suffer from BSP holes and invisible walls. I don't know what math is behind it, but it's full of errors. RGB was an attempt to make a map that is literally the color wheel itself. I never made a map with a blockout first. That's one thing that I have to change. All my maps up to now were following the "I want to make a deathmatch map" philosophy were the only rule is to make something with many paths.
  7. So, it's specific to the ACME theme.
  8. I can't see that button. I made my account with discord, if that changes something.
  9. https://sites.google.com/view/leveldesigner/english-version?authuser=0 I have zero professional experience. My experience is limited to making some unreal and quake maps. The idea came after playing shadow warrior and prey (old) and noticing how bad they are at level design. Prey is just a mess. Shadow warrior has good visuals but they made the lights missleading, guiding the player to the wrong direction. I'm pretty sure that I made a ton of mistakes, be it writing itself or thinking that something is wrong or right when it isn't. Because I started it as a random assortment of tricks and tips I didn't follow an order with chapters and sections. All it has is some catgories and then subpages.
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