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Old 09-15-2008   #1 (permalink)
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Competitive Level Design Guide from a Quake 3 Perspective


I found this thread over at the MLGpro forums (I even stole the thread name) and since a lot of this community doesn't regularly lurk there like I do, I thought it would be beneficial to post the link for anyone interested in it's epic read.

Keep in mind that this is written for Quake 3, but a lot of what's in this (really, really long) guide can easily translate to Halo 3. Hope it helps.

EDIT: Many thanks to Novak for the updated link. The previous one no longer works.

Competitive Level Design Guide



Last edited by squidhands; 09-28-2008 at 10:41 AM.
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Old 09-16-2008   #2 (permalink)
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Recently this has helped me in cloudy areas in some of my newer maps, in dead ends with no flow. Skim read the layout design theory to fundamentals will help you think clearer about transitions and ultimately is better for competitive play. Some of you will be surprised how helpful this is for competitive maps in general. =)

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Old 09-17-2008   #3 (permalink)
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I really think that the section on Levels and Connectivity are very important. I think this is the reason there haven't been very many (if any) very outstanding asymmetric Forged maps. Especially the symmetry of Foundry itself tends to put Forgers into the symmetric frame-of-mind, effectively cutting the flow of creative juices to asymmetric part of their brain. (Ok so that was a super bad metaphor, sue me)

Levels are often used improperly or are abused. I know this from personal experience, for example in my first attempt at an asymmetric map (still in progress) I'm having issues with cramped quarters. In my case the floor area is very small but the map extends very high. I would say that it would be almost as high as it is long (definitely higher than it is wide).

My only competitive map is symmetrical which I think people tend to favour because it means we only have to think of one side ;) The reason why I wanted to try my hand at an asymmetrical map is because I wanted an Oddball map that wasn't Guardian.

My mentality was that by building up rather than out, I could effectively create an alternative to "playing ball" on Foundry which is normally impossible. By throwing the ball down a few levels, players are forced to work their way back up to a secure set-up.

Right now, I think that it flows decently enough, as in there's no dead-ends and there are always multiple routes to take but I wouldn't go so far as to say it's got "good Connectivity". To me it seems... disjointed...

I think I'll put it up for testing soon but I'd say I'm far from a polished product.

Well that sure was a mouthful... If you managed to read all this as well as the whole article I applaud you.



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Old 09-20-2008   #4 (permalink)
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This is a very helpful guide despite the fact that it is for Quake 3. If there was one of these for Halo 3 it would be even more helpful.
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Old 09-27-2008   #5 (permalink)
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The link doesn't work anymore. I thought you might have just posted it wrong, but it's dead on the MLG Forums too. I googled searched it and this was all I found, is it the same thing?

http://www.goodstuffmaynard.com/port...cdg/index.html
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Old 09-27-2008   #6 (permalink)
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The link doesn't work.


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Old 09-28-2008   #7 (permalink)
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Quote:
Originally Posted by Novak View Post
The link doesn't work anymore. I thought you might have just posted it wrong, but it's dead on the MLG Forums too. I googled searched it and this was all I found, is it the same thing?

http://www.goodstuffmaynard.com/port...cdg/index.html
Yeah, it looks to be the same thing. I'll update the main post. Thank you, sir!


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