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A History and Analysis of Level Design in 3D Computer Games (2006)

2 pointsby saturn5kover 3 years ago

1 comment

markus_zhangover 3 years ago
Level design was kinda fun back in the day of Quake&#x2F;Half-Life&#x2F;Unreal. Professionals or amateurs with enough skill can push out a good looking level in a few weeks to a couple of months. A good team of 6-8 amateurs can pump out a full map-pack (usually consists of at least 10 maps) in under 6 months.<p>Since the introduction of more sophisticated rendering engines level designing (and asset creation in general) has been pushed further and further away from modders or even professional themselves.<p>I&#x27;m not particularly sure whether this is a good thing or not, because nowadays people are still making maps and mods for legacy engines such as the first DOOM, first two Quake, the two Half-Life and UT99 (Unreal Tournament happened to contain all UnrealScript for Unreal and Unreal return to napali thus becomes the premium development platform for Unreal single-player modders, plus it has a better engine and more importantly a better editor). But when you go down the stream, the more modern the engine is, the more difficult to make mods for.