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Found 6 results

  1. About Reaching Perfection Missed Chapter 22? Read it here: Rule of Thirds Intro Sometimes when a player experiences a map for the first time they don’t start with a spawn perspective. Sometimes they get an overview of the map that allows them to make decisions and gain a first impression before they start playing or have any sort of control of what they are seeing. Sometimes a player doesn’t have control over what they see during cinematic sequences and where they look next. These perspectives that players do not have control over are what we c
  2. About Reaching Perfection Missed Chapter 19? Read it here: Threat Zones Intro Have you ever spawned into a map and were instantly being fired upon when you spawned in? Do you remember how frustrating that is? How about when you spawn and walk a couple of steps and instantly fall victim to a grenade due to all of the combat nearby? Have you ever spawned at the same time as someone else facing each other only to run at each other spraying and praying that you will be the one that lives? Remember not having any time to react or strategize? Not a f
  3. About Reaching Perfection Missed Chapter 12? Read it here: Path Maps Intro I want you to think about all of the maps that have very important areas in them that players use to orient themselves and their teammates. Ever heard of people calling out the shotgun room? How about when players say that he is in the sniper tower? In order for player’s to enjoy the optimal experience on your map it is probably best for them to be able to understand where these areas might be, correct? Even more so it is probably best if players knew about every single area
  4. About Reaching Perfection Missed Chapter 6? Read it here: Incentives Intro Have you ever taken the time to wonder why most maps are designed to have multiple paths? Most people just blindly build their maps to have multiple paths because it has become a simple standard base rule that everyone follows. I feel that it is important to completely understand why standard practices exist in the industry. Take the time to imagine a Halo map with only one path between two flag points. Everyone just ends up clashing over and over again in the center right? This is a p
  5. Reaching Perfection consists of a series of short articles on Level Design, written by Ray Benefield over the course of several years. The articles were originally published on his website (www.reachingperfection.com), and are republished here on Next Level Design with permission from the author. The subject matter is wide ranging, covering everything from Threat Zones, to Peer Review, to Cohesion, and many, many other aspects of level design. *Note: These articles are a snapshot of the authors viewpoint at the time they were written, and should not be interpreted as 'truth'
  6. Reaching Perfection consists of a series of short articles on Level Design, written by Ray Benefield over the course of several years. The articles were originally published on his website (www.reachingperfection.com), and are republished here on Next Level Design with permission from the author. The subject matter is wide ranging, covering everything from Threat Zones, to Peer Review, to Cohesion, and many, many other aspects of level design. *Note: These articles are a snapshot of the authors viewpoint at the time they were written, and should not be interpreted as 'truth'
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