FPS Level Design – Past & Present

leveldesignclassic.jpg (45 KB)

Ain’t it the truth.

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    32 Responses to FPS Level Design – Past & Present

    1. This is why I still make Doom levels…can’t think of a decent FPS since then…maybe Half-Life…

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    2. Far Cry laughs and pisses on linear gameplay.

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    3. It’s a necessary evil, bro. When your wall textures are 128 pixels and everything’s at a 45* angle, you can fit that much more level into a file. The constant push for more realistic graphics is the real cause of this, unfortunately.

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    4. maybe they could waste less time on cutscene and more on trying to beat those technical limitations.

      Think about the top selling fps con consoles, they are succesful for the multiplayer component, meaning that gameplay is still the most important thing and that there is no need to turn the single player intro a streamlined, hold-your-hand cutscene parade with some pop a mole shooting every now and then

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    5. Hmmm… did I not see that being used by TB on the CynicalBrit.com?
      I only just realised that that’s the map of the first Doom level on the left.

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    6. But nobody likes backtracking.

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      • its ok if lots of nasty demons have spawned in or the geomentry of entire areas have changed. I want to see secret passagers and illogical (even impossible) architecture back in FPS. Nothing like having the entire face of a building lift up when you step over an invisible line.

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        • To be honest though, I think most gamers prefer seeing new locations than having to go back half the stage just to pick up a key card.

          So its more about extending the length of the level, rather than making it a complicated series of backtracking.

          It’s been known for years now that constant backtracking is the bane of games regardless of genre.

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    7. I don’t think the maps for Descent 1-3 could even be expressed in two dimensions … backtracking in those was rare and generally entertaining because ‘bots would spawn or you’d be backtracking as a speed run to escape.

      I do get annoyed by the “only one way to go” simplicity of some FPS games, but the HL series makes up for it with storytelling and gameplay, Portal makes you figure out everything for yourself … both of those series are good enough that you get immersed, Doom-era shooters were fun, but did they make you pucker when you got too close to a ledge? Did they make you shout at the screen or jump at a surprise?
      Storytelling sells games just as much as huge explorable worlds, and it seems that the big-world games and the narrative games have gone separate ways.

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    8. I only noticed this in ASS effect 1.

      I got to shoot shit for 1 minute, then I had to learn about an alien species and help people settle their problems and other various pointless activities….

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    9. some games like the fear series can have 10-15min levels with nothing but cut scenes, a completely linear plot with no choices, and very straight forward shoot-find cover-reload fighting and still be awesome. it’s like a sitcom, you need everything timed perfectly or even the best joke will suck.

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    10. So lemme get this straight. Something was simplified and dumbed down so it’s more accessible to the lowest common denominator? And they placed an emphasis on style over substance? And while hardcore fans complain, game makers are rolling around in the BILLIONS of extra dollars they’ve made from their increased market share?

      Surprise, surprise. This has NEVER happened before.

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    11. just throwing this out there: the Call of Duty franchise went to SHIT after CoD4

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