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Tip #1 - randomize the "variation" textures
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Adhesive_Boy
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PostPosted: Sun Apr 06, 2003 7:43 pm
   Subject: Tip #1 - randomize the "variation" textures
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Ok, I just thought I'd make little messages about level design...just...because. Anyway, here's what I was going to say:

Let's say you're making an add-on and you've finished the levels, which means you're in touch-up mode. Something that's rather subtle but more realistic that you can do to the maps is, when you have an occurence of a texture that has more than one variation - like the standard gray stone from the original Wolfenstein (which has three), randomize the three variations so the pattern looks more real and not just the same texture repeated over and over again. It's a really basic technique that's rather hard to explain, but I see too many add-ons without it...

So, if you don't have any idea what I'm talking about, just post a reply. I'm sure that I'm probably making it sound like the most complicated thing on earth...

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PostPosted: Sun Apr 06, 2003 7:56 pm
   Subject: Re: Tip #1 - randomize the "variation" textures
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I'm not that picky with levels.
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PostPosted: Tue Apr 08, 2003 1:41 am
   Subject: Re: Tip #1 - randomize the "variation" textures
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An example of this is on the original Wolf3D (episode 3 - levels 2 and 4). All the gray stone walls are gray stone 3 and they don't look nearly as effective as those on the other gray stone levels.

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PostPosted: Mon Sep 15, 2003 5:12 pm
   Subject: Episode Three
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On the subject of episode three, I find that many of those levels are rather simple with thier layouts. Also, that was a good example Brian made. Take a look at episode one, level one: You'll notice that every room has wall designs and plenty of sprites that make the rooms stand out. It boosts level qualitly noticalbly when people 'touch up' their levels' visual effects.
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PostPosted: Thu Sep 25, 2003 2:16 am
   Subject: the neverending land of fruity colours and shapes...
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Gotta say, I love your logic here Jack. I'd write more about it, but I think you summed up pretty much everything in this quote from another thread:

Adhesive_Boy wrote:
No one is going to want to play a level that is boring. That's why it's important to not only vary the textures every once in awhile, but vary the shapes, sizes or rooms and vary the linearity (if that is a word...lol) of the layouts themselves. Also, finding interesting new object and guard placement makes the experience more enjoyable for the player.

Mmmmm, variety in every form is so delicious. This conversation is making me hungry, I need to go nuke a Pizza pocket now...
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