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Level Design By Tub

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22 January 06 · Starting Points Pt. 1

There are a lot of ways to start a map. A lot of them bad. In fact it seems the most naïve way of starting a map is often the best. The naïve way being where you just come up with a single good idea, be it a image or game play element, and run with it. Throwing brushes and textures at the editor until you reach a stage where the map matches your vision.

That's how I started Abbey. With a simple idea. Only a single movie scene; but the feeling and image of the scene was easy to expand into an entire map. That's why I like the naïve way. It generally starts with a strong feeling for what would make a good map.

I find if I start the map from a layout design it becomes too easy to concentrate only on the technical aspects. I concentrate on getting the layout into the editor instead of making an exciting map. I spend my time ticking off tasks while ignoring aesthetics. That's never a good thing.

I guess what I'm trying to say in a round about way is that to create a really good map you need a strong vision. I know that sounds obvious but often I start maps with the idea that it would be cool to do a certain map. It is never enough. I need to get a feel for how it would be to be inside the map so that I can evoke that feeling in players. Otherwise the map just becomes bland and its hard to come up with ideas. Unfortunately, I've seen a lot of people with cool layouts get stuck in that same quagmire, and often the map just becomes a hodgepodge of random ideas.

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