A plethora of level-design related texts and pieces from my brain.
I’ve made a bunch of maps in my time. Too many, really.
The Making Of…
This series looks back into the making of my two most popular maps, Dust and Dust 2, and a look at how they did post-release. Sienna contains a more detailed look at the design process, including all the twists and turns along the way.
- The Making Of: Dust, 5th November 2011
- The Making Of: Dust 2, 29th January 2003
- The Making Of: Sienna, 28th September 2004
My Blog (deceased)
For over a year I maintained a blog devoted to various aspects of game and level design. Whilst the blog is now finished, it is archived in its entirety here
Some of the more notable posts include:
- Preachin’ and part two and part three
- Doodle-storming - brain-storming with doodles
- Low-level ‘design’
- How to topple Counter-Strike - step-by-step
- Texture-tastic diagrams - how I put textures together
- Rabbits, Carrots and Werewolves - making a good single-player map
- Immersiveness - limiting the player yet keeping them immersed
- Modding yourself employable
- Twee Texturing Tips
- Casbah… and part two and part three - trials and tribulations
- DaveJ’s Christmas Feel-Good Message
- Dull map? - how to revive your map
- The Hill - thinking through simple gameplay problems
- Dtaiel vs Dgiesn - another one…
- Level design and style - evolution of level design, starting from Doom
- Directing the player - keeping the player in the right direction
- Fun Map Features
- Modding: doing it the right way - every modder should read this!
- Flow: Keeping Players Happy
- The key to good outdoor maps
- Keeping CS Maps Fair
These walkthroughs were written by Mike S. Nowostawsky, hint guides for completing my two single-player missions for Half-Life.
- Textures - some textures and images