This is my level feel free to ask questions and give tips! ![]()

This is my level feel free to ask questions and give tips! ![]()

It would help to know what youâre going for with the level and where itâs going to take place in the game. Right now it looks fairly linear and thereâs really no indication of what the player will do other than follow the flow of the level. Are there any enemy encounters? Cutscenes? Platforming segments? There kinda needs to be a bit more information before any real feedback can be given.
It is the starting scene. Heres the full story:
It is year 2030 and a massive, costly Transatlantic War is happening. It all started when a massive, almost alien terrorist organization only known as Excalibur appeared out of nowhere. Far more advanced than any of the threats the US fought since the Nazis, Excalibur had mechs, plasma cannons, deadly and advanced nano warfare which is way ahead of the USâs own time, but it also had a deadly project that could almost instantly end the war unless the US bombed the facility that stored this secret project. Many US officials have also referred that there must be some weird experiment to the strange amounts of soldiers missing in the Battle of Sudan, the only issue is they donât know what it is and its weaknesses. One of these soldiers is a man who only goes by Bora. During a US bombing operation the facility Bora was in was damaged but only lightly, and most of the communications were destroyed along with the piping of a strange material, however workers in the facility got right back to work on fixing. Boraâs cryogenic tube malfunctioned during this too causing it to open and let him go skipping a mind control part of the experiment. With no memory of what happened in the experiments done to him, Bora suddenly finds out he has power no human had ever really had and discovers the dirty truth behind this organization and the weakness behind the experiment.
Okay, youâve told me the story, but you havenât really elaborated on the things I asked. Is the player just going to walk through this level and see these things, or will the player be interacting with the level itself?
There are going to be some security guards with pistols scattered around the rooms there might also be some keycards in the level too in the lab rooms
Im going to try to improve the level too make it more non linear
âlinearâ doesnât always mean âbadâ and ânon-linearâ does not always mean âbetterâ. Make sure your level serves the story you are trying to tell. Making it labyrinthine just to keep it from being linear isnât serving anything (unless, like, thatâs the point of the story)
Im sorta going for the Half Life 1 approach
Gordon. Turn on the rotors.
Are you hearing me?
Gordon. Turn on⌠the rotors.
No but really, the start of Half Life 1 was super linear, and that was totally ok! They shoved a whole bunch of story at your right away and you could take it all in because you werenât also worried about exploring the lab.
Itâs hard to tell how big it is, though based on guesses for the size of the stairwell it seems sort of small. You could probably only fit maybe two satisfying enemy encounters in there, or maybe only 1 if some of the rooms are used for atmosphere or story. I particularly feel that the vat room should be longer and wider, and would make for a good long-range shootout room if things like upper-level catwalks are added.
I donât know what kind of shooter this will be, so itâs hard to say what features you should focus more on. Corridor style, battlefield style, infiltration? More tactical games rely on cover and interesting firing angles, and generally give the player less health. Maybe the main character is more tank-y and has a few super powers? Often the challenge then comes from awareness of enemy movements and balancing fighting/recovering, and using high-strength abilities at the best moments, and the map design has a heavier focus on making sure thereâs enough room to move around and placing helpful items in interesting places. Some games have both of these things, like when the player is occasionally given a vehicle. Half-Life is largely about ammo management and strategic flexibility.
Walk through your level with no enemies, and note the places where the structure of the map raises your anticipation of an encounter, and put some bad guys there. You can artificially alter anticipation levels with music and sound to relax or discomfort the player at specific areas to improve pacing. Add and remove enemies, cover, power-ups to try to approach decent balance, then find people to play test it often.
Regardless of the style of shooter, I think there should be a few more ways to traverse the building, even if you go with linear progression. Things like side rooms and side corridors are appreciated for allowing various strategies, and are good places to stash health and weapons:

Adding a corner room gives the player a choice here, and savvy players know that going through there is generally safer than corner peeking when they donât know whatâs next.
thanks for the tips! A corner room seems like a very good idea! The character will have some superpowers too such as stopping time and more bullet resistance than the guards and melee damage.
Does any one think a voxelized fps is a good idea?
So, you really need some Design 101.
The first thing to consider is the purpose of the level. Why does this level exist? How does it advance gameplay? What skills will the player have going in? What about coming out?
There are a lot of different styles of game you can build, with many different design principles. But here are some ideas for a generic shooter.
Since its the first level, you probably want to consider the following
Given those objectives I would run with the following set up.
Does that help any?
A distinction should be drawn between the first level(s) and later ones. Where the rest of you levels should facilitate play, the first should teach it.
You should start with a list of things you need to introduce to the player. Because thatâs what the first level is, an introduction. The level shown might provide some important narrative context. but thereâs little in the way of deliberate introduction to your game mechanics. Make a point to use each room as an opportunity for the player to experiment with these mechanics.
So from what youâve said, the player will be introduced to some combat and a basic keycard puzzle, but you also want to keep in mind more subtle things like navigation. This a fine foundation for a first level.
The first thing the player needs to be familiarized with is navigation, i.e., how to move around the play space. This includes crouching and jumping and all that jazz. It might sound trivial, but you really wanna make sure your players have a solid grasp on movement because it feeds directly into the next parts of gameplay like combat, especially if youâre going for a Half-Life vibe.
So provide situations where the player has to learn in order to progress. Such as separating the player from the exit of the first room by a table they must navigate around. You already force looking around by having sharp turns in the level, though they could occur earlier. Iâm sure youâve played countless examples of games forcing you to crouch and jump to proceed so weâll move on.
The reason I call finding a key to open a door a âpuzzleâ is because it should be treated as one, regardless of how mentally taxing it is. I make this point because itâs all too common to happen across a key before finding the locked door, this removes the point of the door ever being locked in the first place.
Present it like a puzzle, provide a problem(the door,) and leave the solution to the player, donât hide the key for Godâs sake, just make sure itâs encountered after an obviously important and obviously locked door. This presents a goal and an opportunity for exploration, which infinitely more interesting than wandering aimlessly, and will teach the player to look for goodies.
Now! Combat! Depending on how complicated your combat is, youâll want to break up each encounter into the various mechanics and strategies that need to be learned without being overwhelming, this will include things like cover systems to circle strafing(or whatever), and reinforcing health and ammo pickups, which should probably be learned earlier. Each encounter should be designed to learn something new, or experiment with what was just learned in new ways. These are only suggestions of course.
Except hiding keys, Youâre not allowed to do thatâŚ
But, but, but⌠every three days someone posts a thread in general discussion about how great Doom was and how modern FPS never measure up.
![]()
And just in case the emoticons didnât make it obvious, this was never meant to be a serious post. Donât be like Doom. There are some good design lessons that can come from the game, but there are also a lot of bad ones, key hiding being the most obvious.
For your information, a million physics puzzles separated by color coded locked doors is the best Doom/Half-Life hybrid that could ever be.
And thatâs a fact.
Donât even joke about something like that! ![]()
That has really helped me a lot Iâll try my best to change up the level