Do not use more than a few textures in an area, no patchworks, no abuse of
color lighting.
Keep things logical...
                  Yves Borckmans
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Yves Borckmans, Jedi Knight Programmer, Former LEC level designer:
- Geometry/elevators should ensure good level flow:
You should be able to run circles in a well designed DM level and reach every
area.
All areas should have about the same traffic, no dead ends except very special
cases...
- Object placement should ensure good level flow:
All areas should have roughly the same interest as far as items are concerned
Separate health/shield/weapons powerups, do not create a mega room with all the
good items,
unless you plan on creating a "king of the hill" like level which can be fun if
(very) well done.
- Keep a theme and a unity to the level:
Do not use more than a few textures in an area, no patchworks, no abuse of
color lighting.
Keep things logical... if you have a Tie Fighter in a hangar make sure the door
is big enough
for it to be able to get out, etc.
Do not add too much expensive eye candy in DM levels, people are shooting at
each other, not
really looking around. Do not place that Tie Fighter 3do that is really cool
but costs 2 frames
per second, etc. etc. This DOESN'T mean that you must not align textures
properly... :-)
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