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This article (in older forms) has been floating around for a very, very long time on Dave Johnston's website. I remember it inspiring me to work harder on my own attempts at level design but also that there's a top tier skill (and level of commitment) that I eventually realized to never reach. It's mind-boggling to see how many considerations go into making a great (not good, great) map, even in much simpler times before true photorealism. Yet even then you can never predict how well it will work out in the end. It's a really interesting discipline between game design, architecture and understanding the technical details of the underlying engine.



To be honest, I often feel like maps in competitive games become popular for seemingly no reason at all. As a long-time CS player, dust and dust2 have always felt rather stale to me. I've always found the dynamic, multi-level combat of maps like assault and office to be more fun. Fortunately, I've been hearing a lot more people piping up in favor of traditionally unbalanced maps like nuke these days!

(What's annoying is when people try to attribute a map's popularity to its design. I've heard some people say that fy_iceworld is a brilliantly designed map. Seriously.)


Iceworld is brilliant design relative to what it set out to do - strip away the context and provide an arena to practice your aim. The only thing it doesn't do is provide elevation (other than if you or someone else jumps on a center wall, but that's asking for trouble), but other than that you've pretty much got everything else.


Exactly. It's amazing such a beloved and iconic example of game design art began as merely an attempt to recreate a screenshot. No lengthy design documents, no big ideas, no gray box test "notes", no countless iterations. Great things can seem to just come into existence.


Reading though that the difference between good and great is a lot of iterations and play testing.




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