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Inspiration & Reference
I just wanted to know if people had any links to good websites for either level design inspiration (photos, paintings, concept art, etc.) or just for architectural reference. We had a thread like this on the old qmap, but we know how much good that does us.
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My random collection of Quake fan-art: http://www.quaddicted.com/quake/fan-art/

If you are bored, sort it! :)

Warning: 11MB of thumbnails. 
 
http://imgur.com/a/TUGto#0

Pong, rebuilt using original schematics. There are descriptions below each image. There is also a video of it in action:

http://www.youtube.com/watch?v=WS8JTAK34Fg 
Pong Blaster 
.. I know somebody in my company that will spend his week-ends to resurrect this :D Electro-geek home-made game are fun ! 
This. 
http://spaceghetto.st/?q=content/friday-january-11-125454-pm

Warning: NWS COCK at the end but a huge variety of coolness before that. 
 
why were there cocks at the end? 
 
heh, i thought he was kidding and it would be like a rooster or something. -_-

there is coolness though: https://lh6.googleusercontent.com/-WLaGUeGV6gU/UPBLmvGDhOI/AAAAAAAAFyY/OfCAWbwxd9o/s800/3Pjr4.jpg 
 
I'm pretty sure that was used as the design for one of the bosses in Shadow of the Colossus. 
 
great post about platformer enemy design: http://www.frogatto.com/?p=1253 
Very Good. 
Very self aware design and disection of the why's and wherefore's.

And this comment from the article it links made me laugh:

If video games exist to make you feel like a rockstar, then power-ups are the nosecandy that fuel you and alter your world for a short time until it all comes crashing down. And then you will do anything to get another one.

Because it's exactly fucking right. 
Wall Of Words 
I thought the blog was poorly formatted and could have easily had some graphics to demonstrate the point. I also found it hard to read as a huge wall of text and I am sure it will turn away a lot of people.

Besides the formatting the thought about monsters acting in pairs is a good idea that is already used in plenty of different types of games. Introduce monster A (melee only) and then introduce monster B (range only) and then put them together to create something more challenging for the player.

Probably the most important aspect of monster design is how they are initially introduced to the player and having specially design levels to highlight their abilities is what makes them challenging. 
 
Without solid examples it's just a block of words to me :E

Also I agree with Sock's comments. He's viewing enemy design as creating creatures to suit the environment they have in mind, rather than creating environments that do new and creative things with existing assets.

Fine if you've got artists that can churn out the new stuff like they appear to have though. 
Did You Read 
The article it references?

Sorry, no pictures, but much more concise.

It interesting that you both take different things from the post as well. 
Stupid Links 
This is certainly the article to read, the one spirit has linked is terrible.

http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/

@ijed, I wondered what you were going on about, yes the 'real' game design article is good, well thought out and for the love of god readable! 
Heh 
Yeah, that. 
Wtf 
text in a browser can be adapted to your reading preferences. eg using the accessibility layout in opera. I read it on my mobile with great success.

you guys sound like you haven't played the game itself which might make the post less understandable. It's high quality free software, go get it! 
 
Hey Look 
its marcher2.bsp

get on it Kinn 
Looks More Like 
day of the lords 2 to me 
Whatever 
it looks more alike, it's realy inspiring :) 
 
Warren Spector lecture 08 - Tim Willits

Got some nice information about the history of ID and he talks about Rage/ID tech 5. 
Tim Wilitis 
is, despite all his accomplishments, a really unlikable man. He just makes me want to wipe that smirk off his face.

Also, he forgot to bring the funny. 
All His Accomplishments? 
I'm amazed he wasn't let go after Doom 3.

Him being the design lead is a relic from the times where the general assumption was "a good mapper = a good lead designer"
 
True story: Once upon a time long ago on a dark and crunch filled night, Tim Willits was getting a snack from the vending machine in the Raven break room, and I entered the break room also in search of snacks. I said "hi" as we passed, nothing special I didn't know him other than who he was, and he didn't even so much as grunt a reply. I wasn't much a fan of his maps to begin with... but yeah, unlikable I think fits. 
Oh God 
I can't listen to this guy anymore. It's a shame, I would have liked to watch more, but his way of talking, his unfunny jokes and the way he goes on about how he thinks Romero's an asshole make it unbearable. 
 
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