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Level Design Challenge - Gameplay and FlowApril 10, 2010
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GAMEPLAY AND FLOW LEVEL DESIGN CHALLENGE
April 2010. Level Design Challenge. This particular challenge deals with level design gameplay, flow and composition. The FUN of the level.
Often overlooked and not planned, but it is the most important part of the level.
How fun is your map?
Fun is abstract term so to explain better here are some examples.
The idea behind this challenge is to focus and learn gameplay and flow. No need for texturing, detailing or creating detailed environment. It must be fun first. The common used term for this is whiteboxing. It is where you create the level with blocks and modular components without focusing on the visuals or the aesthetics.

DURATION: April 10, 2010 - May 10, 2010
GAME: Any Hammer Source Based Games.
BRIEF: Create a single-player or multiplayer, urban style map using predefined provided template created by Andy aka Nexusdog.
CRITERIA:
JUDGES: AlexG, Andy 'Nexusdog', AlexS 'Smog'
Questions we will be asking during judging.
TIPS:
- Plan ahead of time. Pen and paper.
- Have a goal in mind for what you would want the player to do. Create your environment based on that.
- Add bots, have navigation.
- Block in quick and test often.
- Change, change and change until it becomes fun.
- Aim to create an interactive environment. Force the player to make choices and decisions.
- Create chokepoints. Where the action happen.
- Guide the player through the environment with the use of items, architecture, props.
- Encourage exploration with interesting item placement.Good articles to read before you start:
DIMENSIONS OF THE VMF FILE:
Participate and start your own WoLD Gameplay Challenge Thread here.
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© 2008-2011. All articles on World of Level Design™ are copyrighted.
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