Hey,
as I am thinking about studying game design in the future I wanted to learn a bit about level design in my free time about FPS games and UT2004 in particular
After having played a few exceptionally good custom maps, I decided to also make a map in order to learn mapping by actually doing it, which, as it turned out, is so much harder, but that much more worth it in the end.
Anyway I am uploading my first map in the hopes of some constructive criticism. It is far from finished still missing any visuals, textures, lighting, bot pathing and item placement as it is meant to test playability. Please mention everything that comes to your mind as I am used to getting criticism hehe.
I am also very interested in hearing about level design principles for UT2k4 like preventing excessive hitscan, creating a good flow, building fun-to-play z-axis, player spawn/weapon/shield/DD placement and so on
Thanks
as I am thinking about studying game design in the future I wanted to learn a bit about level design in my free time about FPS games and UT2004 in particular
After having played a few exceptionally good custom maps, I decided to also make a map in order to learn mapping by actually doing it, which, as it turned out, is so much harder, but that much more worth it in the end.
Anyway I am uploading my first map in the hopes of some constructive criticism. It is far from finished still missing any visuals, textures, lighting, bot pathing and item placement as it is meant to test playability. Please mention everything that comes to your mind as I am used to getting criticism hehe.
I am also very interested in hearing about level design principles for UT2k4 like preventing excessive hitscan, creating a good flow, building fun-to-play z-axis, player spawn/weapon/shield/DD placement and so on
Thanks
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