Fantastic Article on Level Design Composition

Discussion in 'Halo and Forge Discussion' started by Ray Benefield, Jun 1, 2016.

  1. Ray Benefield

    Ray Benefield Godly Perfection
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    http://level-design.org/?page_id=2274

    Alternate Link
    http://www.gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php

    This is one of the better articles out there. It is always important to consider multiple perspectives on a map. Consider where your power positions are, where you main choke points are, where your high traffic areas are, and see if you can optimize your scene composition to achieve certain effects like drawing players to a new location, or preparing them for the next engagement.
     
    #1 Ray Benefield, Jun 1, 2016
    Last edited: Jun 2, 2016
  2. Spranklz

    Spranklz Ancient
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    The link doesn't work for me, but another article on here talked about using composition to influence flow, which is what I assume this article is about. It showed a video of a playthrough of a level in the game FEAR 2, and explained the different elements used to influence the player. Actually, here's the link http://www.clement-melendez.com/portfolio/articles/push-pull/conclusion/

    I think it's fascinating!

    I wonder how much those types of things really influence players in a clear arena environment though. I would assume they have enough know-how to use brain power and experience to overcome any influence the composition may have, but maybe not at all!

    I did notice that on a map that used a rain screen filter, I found myself wanting to be "inside" more, which I thought was funny.

    I hope I can get the link to work, because I really want to read the article! : )
     
  3. a Chunk

    a Chunk Blockout Artist
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    Hmm... It was working yesterday. Hopefully the site is just down temporarily. It looked interesting, and I was looking forward to reading through it.
     
  4. Ray Benefield

    Ray Benefield Godly Perfection
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    Sorry folks... looks like level-design.org is having issues. I added the cross posting link that is on Gamasutra, where I originally found it.

    @Spranklz @a Chunk
     
  5. Spranklz

    Spranklz Ancient
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    Hmm, that is interesting. I wonder what role the dominant may have in Halo multiplayer, though. A power position should be readable for a player, independent of composition. A map that uses composition to illustrate its inner-workings because it is too complicated to understand otherwise seems like a poor map to me. I think it's the role of the physical layout of the map to help guide the player.

    I could see using composition to help create beautiful landmarks that help the player understand where he is on a more complicated map, though.

    What do you think?
     
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  6. MultiLockOn

    MultiLockOn Ancient
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    I agree with you. I don't think soft deterrents really have a place in level design
     

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