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File: 1608527921612.png (37.35 KB, 1131x474, DescentII-level2.png)

 No.3232

What do you think constitutes great level design? Let's put together some examples of levels we really like and see if we can't figure out something in common between them.
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 No.3235

>>3232
Just don't make me go around in circles and having keys and door on opposite sites of buildings
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 No.3242

what ever arcane studio does, moving arround the maps feels really immersive. can't really tell what exactly they do to cachieve that effect tho.
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 No.3257

>>3232
The level should have shortcuts that are opened up through progress. This cuts down travel time as the game progresses and gives the player a sense of pride and accomplishments.
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 No.3258

File: 1608527924909.png (1.03 MB, 4264x2648, MetalSlug2-Mission2.png)

>>3257
What about linear levels?
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 No.3280

Only good part of this piece of shit game
>>3258
I mean, when it comes to shmups and similar arcadey genres, level design has barely anything to do with geometry and more with how you set up the mood, the setting and encounters/obstacles for the player to struggle against, almost like you're 'directing' the action as if it was a movie. You can barely tell anything about how it plays from a static image that just shows the pretty pixels.
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 No.3281

File: 1608527928078.jpg (41.44 KB, 806x240, chapter 10 fefates.jpg)

>>3280
The .webp menace strikes again

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