Category Archives: Level Design

3D / level design for video games

Architecture visualization in the Quake 3 engine

I was recently given a bunch of 2D plans of a large building. They were floor plans for the 5 stories, plotted on paper. I’m pretty good at imagining the 3D object from 2D plans, but in this case, I … Continue reading

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Quake 2 MP map: spirit2dm9 — The cake is a lie

spirit2dm9 – The cake is a lie A very vertical tourney map for the 10th mapping contest at the Quake 2 Cafe. Also suitable for small to medium deathmatch games, depending on how crowded you like it. Jumppads and teleporters … Continue reading

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Quake 2 MP map: spirit2dm3 — Where Ares reigns

spirit2dm3 – Where Ares reigns A rather ol’ skool deathmatch map for 3 – 6 players deathmatch. I started this a long time ago, and finally finished it for the 10th mapping contest at the Quake 2 Cafe. Twenty maps … Continue reading

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Designing great 1vs1 FPS maps — Part 3: Conclusions

This is the third and last part of my article on designing maps for good item placement. It gives the conclusions and summarizes what we learned from the examples given in part 2. You may want to read part 1 … Continue reading

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Designing great 1vs1 FPS maps — Part 2: Examples

This is part 2 of my article on 1vs1 map design for level designers. It discusses some example spots of powerful items in more or less known maps. You may want to read part 1 of this article before reading … Continue reading

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Designing great 1vs1 FPS maps — Part 1: Introduction

This article gives some suggestions on level design and item placement for 1vs1 multiplayer maps. It is intended for level designers who want to improve their maps for 1vs1 games, i.e., make them more balanced for this game type, improve … Continue reading

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Quake2World map: In the arms of Lilith — 1vs1

lilith — In the arms of Lilith A great tourney map for q2w. The Q2 edition of this map was originally built for the 6th mapping contest at the Quake 2 Cafe, but the map was designed and tested with … Continue reading

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