johnsto.co.uk david johnston: level designer

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Common sense strikes again (Jul 13, 2005)

Whilst redesigning the main site (not live yet) I've been streamlining the content and removing some bits and adding others. In particular, I've added my full mapping history including all the maps I've ever released, plus some descriptions and commentary. This is when I noticed something: what separates my older successful maps from the unpopular ones.

The difference appears to be common sense, not just in design but in approach. Level design often involves problem solving and responding to the way the design is heading. It requires finding sensible and appropriate solutions to problems or issues (that's the engineering element). It occurred to me that the reason some of my maps succeed (Dust, Cobble, ETC) and others failed (Charred Chaos, Castle) was partly due to my willingness to accept defeat.

I can, for example, remember many times whilst making Dust and Cobble that I had do deal with particular issues and how I came to the solutions, but not for many other maps. I know why I chose certain designs in ETC 2 and structures in Cobble, but no idea why Charred Chaos is shaped like it is, because it goes against everything I know.

The difference however is clear: Dust, Cobble, ETC 2 all involved me trying solutions, and if they felt wrong I'd delete what I'd done and go back to the last point where they felt good. It was willingness to try something else when it felt uncomfortable. Charred Chaos and Castle involved some forcing of solutions into place, and it's those portions of the map which feel the worst when I look at them today. They could have been much better had I been sensible, gone back and tried something else. I should have admitted defeat.

So maybe that's the secret of mapping: common sense design and common sense thinking.

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user comments

drunkymonkey at 17:20 on Jul 13, 2005

that's the thing with mapping, you need to make sure everything is logical and makes sense, and while it's good to be original, it needs to be made sure the original stuff is in keeping with the map.

atrocity at 17:36 on Jul 13, 2005

Nice article, and it makes a lot of sense too. I have built many small things and never thought about it's design or if it does indeed make sense.

Octavian at 11:01 on Jul 14, 2005

Nothing to do with the article, but I would like to state I am amused that your google adsense on the right has one advertisement for the Washington Post "Bombs Rock the London Underground"

And directly below this, the second ad is "Get Tickets for the London Underground here"

Fabian Trevelyan at 13:11 on Jul 14, 2005

Hi Dave.

You really sound like you know what you are doing with level programming - must take up a lot of your time. Do you ever go out with girls at all?

Fabian

Graham at 15:03 on Jul 14, 2005

Fabian, you have the greatest website on the internet.

I just wanted you to know.

Mathew at 03:22 on Jul 15, 2005

Graham, I think you're right.

Mike at 14:49 on Jul 16, 2005

Whew, im actually starting to realise that myself, ive only just started mapping so i can definently see quite a bit of difference between the maps where i didnt accept defeat but instead tried something else and teh maps where ive said to myself: well, i guess this will have to do... Thx for making it even celarer, i know what i have to do now :)