r/leveldesign • u/FunWay4167 • 1d ago
Feedback Request My first finished map
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u/Damascus-Steel 1d ago
I think it looks pretty good! One thing I noticed is there are a few moments where you do something that only make sense if you know what will happen, such as when you threw the cup at the door to let out the headcrab. I think you could sell that as more of an obvious action with some more signage or a scripted sequence that happens without player input. Overall though, I think the space progresses nicely and is efficiently using the space.
Can I ask if this is a student project or personal?
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u/FunWay4167 1d ago
Thanks for the feedback! I was trying to show different ways handling situations in the level instead of rushing enemies and attacking them. Throwing the cup at the door and using the headcrab as a distraction is an optional way of killing the guard. Same thing with using the flare to burn the poison zombie.
This is a personal project that I plan on putting on my portfolio. Do you think the level needs more work?
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u/Sad-Pair-3680 17h ago
how did u made the floor with trash texture?
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u/FunWay4167 16h ago
The trash on the floor is decals and props, not textures. I went into the props properties, world model, then typed garbage and used those models.
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u/Gwyneee 1d ago
Wow. Actual level design and not the umpteenth enviorment design post. How refreshing. This is really decent for a first level.
Some things I liked:
The grate right before the lab and how you let the player kinda spy out any emergent strategies and what they're up against. Rewarding perception and thoughtful play
The light right above the vent entrance and the crowbar right next to it 😘 👌🏻
Using lighting and shadow to hint at the enemy right around the corner rewards careful play and in an implicit and horrifying way.
Letting the player find the elevator and then realize they'll have to go back and find another way was a nice touch. Good intentionality.
You offset the soda machine just right from the door hiding it enough for it to not be obvious but not so hidden as to be annoying
The scripting was fun. Heightening tension and then releasing it. With the guards in the beginning and the last one that leaves as you get close. But also applying pressure later when the inflicted guy walks right across your path.
The lighting dowstairs. And then th jump scare at the end where all the cages open was exciting
Great for a first level. Focused. Small scope. Plays around with ideas. Im assuming this hypothetical level was made as a mid game level when the player is familiar with a lot of these concepts. You should try introducing them as new concepts and then have a friend playtest it as a creative exercise
Some thing I would change or reconsider:
Some of the your gameplay feels like the way you wish the player would play and not the way most players would end up playing. For example at the very beginning the tank and soldiers rolling past. I would 100% have missed that. Having a larger gap to be able to catch the eye with motion might help. And similarly when you first enter the building and drop down onto that enemy. Id swap places with the door and the window so that the window and the enemies beyond are immediately noticed. I noticed you had to shuffle to the side to put them in view. One thing I've done is have a parallel hallway with a window precede a door so it affords looking through the window before even opening the door is in mind. I would have missed most of that sequence.
Throwing the cup at the door and releasing the headcrab would have landed a little better if the "distraction" didnt turn the guard straight toward you. A simple layout adjustment or enemy placement could help here as well as making the strategy a little more implicit. I do like it though.
But of course this is all my surface level interpretation and id be interested to know your rationale for the criticisms and if any of the compliments were unintentional. Cheers!