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Level Design Theory - Single Player Mapping

This blog contains lessons learned by me through the process of mapping for Single Player games, primarily, Half Life 2, Portal and Left 4 Dead (yes Left 4 Dead can be considered a single player game). This blog's focus is on the player experience. To hell with the nuts and bolts of the level editor, the entities, models and brushes. This blog is about coming up with a final result when it's all put together. How does the player feel about the experience?

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Level Design Theory - Single Player Mapping | fpsleveldesign.blogspot.com Reviews
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This blog contains lessons learned by me through the process of mapping for Single Player games, primarily, Half Life 2, Portal and Left 4 Dead (yes Left 4 Dead can be considered a single player game). This blog&#39;s focus is on the player experience. To hell with the nuts and bolts of the level editor, the entities, models and brushes. This blog is about coming up with a final result when it&#39;s all put together. How does the player feel about the experience?
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Level Design Theory - Single Player Mapping | fpsleveldesign.blogspot.com Reviews

https://fpsleveldesign.blogspot.com

This blog contains lessons learned by me through the process of mapping for Single Player games, primarily, Half Life 2, Portal and Left 4 Dead (yes Left 4 Dead can be considered a single player game). This blog&#39;s focus is on the player experience. To hell with the nuts and bolts of the level editor, the entities, models and brushes. This blog is about coming up with a final result when it&#39;s all put together. How does the player feel about the experience?

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1

Level Design Theory - Single Player Mapping: April 2011

http://fpsleveldesign.blogspot.com/2011_04_01_archive.html

Level Design Theory - Single Player Mapping. Wednesday, 20 April 2011. Sometimes it's just fun to wow the player with an amazing moment of action. Something they can look back on and think, I DID THAT! These can be passive, i.e. the player does not interact with the event, for example a helicopter crash that swoops closely over the players head but never touches them, or interactive, for example the player having to jump off a roof thats about to explode into a swimming pool below. I would also point out...

2

Level Design Theory - Single Player Mapping: Half Life 2: Rise - declined at Mod DB - Ooops!

http://fpsleveldesign.blogspot.com/2013/06/half-life-2-rise-declined-at-mod-db.html

Level Design Theory - Single Player Mapping. Wednesday, 12 June 2013. Half Life 2: Rise - declined at Mod DB - Ooops! I tried to create a page for HL2 Rise over at ModDB and clearly didn't add enough screenshots etc to convince them it was real. Mod declined. lol. Perhaps it's better not to use ModDB after all. Your mod gets lost in a sea of bullshit unfortunately and I've never really been good at writing self-promoting news stories etc. I find the self-promotion of ModDB to be rather embarrasing. Me pe...

3

Level Design Theory - Single Player Mapping: Half Life 2: Deep Down - Visual hints to secret areas

http://fpsleveldesign.blogspot.com/2013/05/half-life-2-deep-down-visual-hints-to.html

Level Design Theory - Single Player Mapping. Sunday, 26 May 2013. Half Life 2: Deep Down - Visual hints to secret areas. This looks lovely :D. 7 June 2013 at 15:39. Subscribe to: Post Comments (Atom). Half Life 2: Deep Down - Visual hints to secret ar. Half Life 2: Deep Down Released. View my complete profile. Awesome Inc. theme. Theme images by hdoddema.

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Level Design Theory - Single Player Mapping: Yes I'm updating this blog again. Don't make a big thing out of it...

http://fpsleveldesign.blogspot.com/2013/06/yes-im-updating-this-blog-again-dont.html

Level Design Theory - Single Player Mapping. Tuesday, 4 June 2013. Yes I'm updating this blog again. Don't make a big thing out of it. Yes I'm updating this blog again. Don't make a big thing out of it. What I learned from making Half Life 2: Deep Down, Part 1. 1 Baddies that can walk right up to you are no fun. 2 Ignore feedback from lazy players. 3 The basics matter. 4 What the player can't see, they don't care about. Subscribe to: Post Comments (Atom). Half Life 2 Level Design - Gameplay Analysis by Me.

5

Level Design Theory - Single Player Mapping: June 2011

http://fpsleveldesign.blogspot.com/2011_06_01_archive.html

Level Design Theory - Single Player Mapping. Wednesday, 29 June 2011. Allowing Players To Play - Free Prefabs Anyone? I'm currently mapping for Half Life 2: Episode 2 and in my tinkering I've produced a number of fun prefabs that can be added to maps for the player to muck about with. See it's more than just a good layout and engaging combat and puzzles. The Half-Life 2 world gave the player a million things to tinker with through the physics engine and the grav gun. So here we go. 1: The Fire Axe Cabinet.

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Level Design Theory - Single Player Mapping

Level Design Theory - Single Player Mapping. Monday, 24 June 2013. Half Life 2 Level Design - Gameplay Analysis by Me! Wednesday, 12 June 2013. Half Life 2: Rise - declined at Mod DB - Ooops! I tried to create a page for HL2 Rise over at ModDB and clearly didn't add enough screenshots etc to convince them it was real. Mod declined. lol. I find the self-promotion of ModDB to be rather embarrasing. A friend of mine created the Warhammer 40,000 mod Exterminatus on his own with no additional assistance. ...

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