View Full Version : Level Design

02 February 2002, 02:12 AM
One element of game design that seems to get little respect is level design. I have no experience with it myself but I suspect that there is a lot more to it than meets the eye. Does anyone know of resources, on line or other, that detail the types of constraints and techniques used when creating levels? i.e. current poly limits, map sizes, vertex mapping utilization etc.

02 February 2002, 02:20 AM
I suggest gamasutra. They have a lot of resources on general game developement.

02 February 2002, 03:28 AM

Gamasutra does have alot of info regarding level design. Great resource. Im only starting to play around with Level Design using Unreal Editor 2.0. I think UED is a great way to experiment for newbies like me. What other games provide a Editor? I know Max Payne has MaxED. I cant remember seeing any other games that come with an Editor.I guess my first experience in level design was when I used to play Dungeon & Dragons. I loved makin maps :D

02 February 2002, 07:49 PM
Half life also got one, "Worldcraft".

02 February 2002, 04:18 AM
Serious sam 1 & 2 have editors which you can do wonders with. Plus they have good tutorials for the editor and they will usually answer questions if your having any problems using it.

02 February 2002, 12:22 AM
Im with you. Far to often people seems to missunderstand what leveldesign is all about.

If your into it or want to figure out whats it all about I sugest you read all of these articles. phu! :)

The Cabal (

Beginning Level Design, Part 1 (

Beginning Level Design Part 2 (

Secrets of the Sages: Level Design (

Level Design Resource Guide (

Game Design and level design goes hand in hand in my opinion.
There are many good articles about that subject to..:D

Have fun.

02 February 2002, 06:00 AM
Originally posted by Chewey
One element of game design that seems to get little respect is level design.

really? I was under the impression that everybody and their uncle wanted to be a level designer.

The traditional Half Life/Quake level designer is a dying breed though, now that most of the eye candy is going to be done by the artists, and level designers just place prefabs like lego blocks. It can be discussed if this is good or bad, but personally I think that level designers should stick to the gameplay, which is what they do best, and the artists take care of the art.

02 February 2002, 06:22 AM
<-- Half-Life level designer

I didn't think everyone wanted to be one. or that it got little respect.

I've done about 6 or 7 maps (would post some screenies but I had comp formatted while back) and I hardly ever use prefabs. I don't have a lot of experience with different types of map editors because I started out with Worldcraft. It is pretty easy to learn and there are a lot of good tutorials out there.

Only thing I don't like about mapping is that a good map relys on good textures. So you pretty much have to learn texturing (or go steal some).

HL's textures suck!!!

02 February 2002, 07:00 AM
well, half life doesn't use prefabs. Not the way the new unreal tech does (and probably most other state of the art engines) anyway.

You basically import pieces of halls, chunks of floors, high detail lights etc and place them around your map, much like how the old snes games were made, by repeating "tiles" all over the place.

02 February 2002, 07:49 AM
ohhh I see ...

when you say prefabs ... it is sorta generalized in the worldcraft communities as the large and complicated models. such as tanks.

plus you used Half-life/Quake level designer in the same sentence so I thought you were talkin about that kind

02 February 2002, 07:23 PM
no, I was just generalizing :)

02 February 2002, 04:43 AM
I am extremely interested in the New Unreal Tech Build/Editor. Ive used Unreal ED 2.0 for awhile now and im really looking forward to the new editor. Has anyone here used it yet? Id like to know what you think.

02 February 2002, 07:57 AM
well, uhm. I have.

It's not a whole lot different from Ued2.0, really. Just new splash screens, couple new tools and the ability to import fully textured geometry from Max, and soon Lightwave (hopefully).

02 February 2002, 01:47 PM
I used to use worldcraft to make quake1 and quake2 maps then moved onto radiant some time later to make quake3 maps.
The editors are nothing like you'll be used to but will teach you a lot about level design, planning etc.

I thought level design in max etc would be seriously hard, but after giving it a little shot and some time, I was able to do what I wanted but had some problems with the texturing (IE: it took too long) where as the other afore mentioned editors are very simple and time effective for doing this.

I'd say, if you want to learn it, pick up radiant and a copy of quake3, maps can be made in notime.

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