Tuesday, July 12, 2011

Dark Past (part 4): The Useful Post (?) or Randy Smith's "valence theory" of level design.

This is a series of posts that analyzes the immersive sim. It's a play on the excellent RPS feature, Dark Futures.

Many moons ago, I began by (part 1) emphasizing the robustness of systems in immersive sims before (part 2) moving closer to level design, then (part 3) criticized both ideas, and now the point of all this: (part 4) Randy Smith's "valence theory" of level design, as applied to the Thief games. (NOTE: he never called it that, but I am.)

We're done with the theoretical basis. Now this is the "Useful Post" of the Dark Past series, a primer on some level design theory for immersive sims with stealth mechanics. It's also particularly relevant, given the recent announcement of Dishonored.

Monday, July 11, 2011

Disqus

I migrated all comments over to Disqus. I'm told it's better, and I see all the cool kids doing it, so that's why I did it. Please voice any seething anger here... even if it has nothing to do with this post.

Sunday, July 10, 2011

How Tutorials Should Be Done

Why make sloppy pop-up text "tutorials" that give away all the mechanics / dynamics (I'm looking at you, BioShock) when you can have extremely elegant level design teach the skills and let players work things out for themselves?

Portal 2 did it. Almost every Stephen Lavelle game does it. Most recently, Impasse (via IndieGames.com) does it too.

Remember, less talk and more rock.

Wednesday, July 6, 2011

Love letter to a bridge


Mention the "bridge in de_aztec" to any Counter-Strike player and they'll nod knowingly.

Sure, you might have Aram Bartholl wanting to build a 1:1 scale model of de_dust "in real-life", but why no love of any similar magnitude for Chris Auty's vaguely Mesoamerican masterpiece? Throughout the entire map cycle, The Bridge has no equal in terms of elegance and genius, I'd argue.

As a service to our younger gamers, who, upon being asked, "what's your favorite CS map?" will respond incredulously with, "isn't CS that really old game?" then blow a large bubble gum bubble in your face and go back to texting a fellow bro -- here, you little shit, here's why The Bridge is great.

Monday, July 4, 2011

Saturday, July 2, 2011

Super Friendship Club


New pastures and new projects, founded by the Cambridge scene and its many satellites.

The first "pageant" is up; you have a month to make games about "justice."

Also, post your other projects there for some world-class feedback.

See you there!

Thursday, June 30, 2011

MapCore Weekend Challenge: "Nightwatch DM"

Textures and level design by Henning Horstmann.
Many moons ago, I worked on a single player Half-Life 1 mod called "Nightwatch" with many of the the best and brightest minds of the mod community. Even with all our expertise, resources and manpower, we still overestimated ourselves and ended up not releasing a thing.

The world textures were amazing though; ~60% by Adam Foster, ~25% by Henning Horstmann.

This weekend at MapCore, we're going to live vicariously through you and actually release some Nightwatch maps -- make a small Half-Life 1 deathmatch level in 72 hours using these awesome textures!

The Half-Life 1 version of Hammer is more or less identical to the current Source version, except the design process is so much faster. No worrying about cubemaps or water shaders or prop models. Just start mapping!

Confer the thread for instructions, what to download, and various tips and tricks for working with Half-Life 1.

Wednesday, June 29, 2011

Unity for Source Modders


I still make Source mods and I like it, don't get me wrong -- there's no harm in a little experimentation though, right? Now, if you make levels for Source Engine stuff then you already have the skills to start using Unity. Think of it as learning another language and being bilingual or multilingual. Here are some general concepts from Source, their translations in Unity, and some tips:

> In the Unity editor, hold right-click in 3D camera view to enable WASD / mouse-look / noclip-style navigation, just like in Hammer. Hold "Shift" to sprint. This is probably the single most important thing for you to remember that you might not've figured out immediately.