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#leveldesign — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #leveldesign, aggregated by home.social.

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  1. Tremor, "A 32 level excursion through a parallel version of Quake" is available for download!
    I made a level for this though most credit to Ionous for finishing out the map in the project style.
    Go play!
    slipseer.com/index.php?resourc
    #quake #leveldesign #gamedev #lowpoly

  2. Tremor, "A 32 level excursion through a parallel version of Quake" is available for download!
    I made a level for this though most credit to Ionous for finishing out the map in the project style.
    Go play!
    slipseer.com/index.php?resourc
    #quake #leveldesign #gamedev #lowpoly

  3. Age-old modular kit question: where do you place walls relative to the grid: in the middle, inside, or outside and why? Same question for floors and ceilings.

    #GameDev #EnvironmentArt #LevelDesign #ModularDesign

  4. Age-old modular kit question: where do you place walls relative to the grid: in the middle, inside, or outside and why? Same question for floors and ceilings.

    #GameDev #EnvironmentArt #LevelDesign #ModularDesign

  5. Blockout vs Couple days work modeling with Scythe Editor for UnrealEngine and materials in Substance Designer.
    UVs using Scythe's Hotspot feature is super quick!
    #gamedev #leveldesign #UE5 #unrealengine #screenshotsaturday

  6. Blockout vs Couple days work modeling with Scythe Editor for UnrealEngine and materials in Substance Designer.
    UVs using Scythe's Hotspot feature is super quick!
    #gamedev #leveldesign #UE5 #unrealengine #screenshotsaturday

  7. In my memory there were a lot more Bwomps (or any shoving platform) in 3D Mario games, but there are surprisingly few.

    There are about 2 levels per galaxy game and even then the level has like 2-4 Bwomps in it 😔

    Anyone know of more examples in other games?

    #leveldesign #platformer

  8. In my memory there were a lot more Bwomps (or any shoving platform) in 3D Mario games, but there are surprisingly few.

    There are about 2 levels per galaxy game and even then the level has like 2-4 Bwomps in it 😔

    Anyone know of more examples in other games?

    #leveldesign #platformer

  9. I've published a new tutorial on setting up Automapping in Tiled: starting from a simple blueprint layer, we define rules that build a polished dungeon, then add random floor variation and decorations.

    mapeditor.org/2026/07/14/focus

    #TiledMapEditor #gamedev #leveldesign #pixelart #indiedev

  10. I've published a new tutorial on setting up Automapping in Tiled: starting from a simple blueprint layer, we define rules that build a polished dungeon, then add random floor variation and decorations.

    mapeditor.org/2026/07/14/focus

    #TiledMapEditor #gamedev #leveldesign #pixelart #indiedev

  11. The 1024 Jam for #QUAKE is complete. Should be released in a few days. Here's some final screenshots.
    #gamedev #leveldesign #lowpoly

  12. The 1024 Jam for #QUAKE is complete. Should be released in a few days. Here's some final screenshots.
    #gamedev #leveldesign #lowpoly

  13. The first test release of my #QUAKE episode (six maps plus start map) is available to download on the Quake Mapping Discord.
    #gamedev #leveldesign #lowpoly

  14. The first test release of my #QUAKE episode (six maps plus start map) is available to download on the Quake Mapping Discord.
    #gamedev #leveldesign #lowpoly

  15. Working on the items/enemy placements in my boss map. Inching closer to complete while being distracted by jams. :D
    #quake #gamedev #leveldesign #screenshotsaturday #lowpoly

  16. Working on the items/enemy placements in my boss map. Inching closer to complete while being distracted by jams. :D
    #quake #gamedev #leveldesign #screenshotsaturday #lowpoly

  17. I'm late for #screenshotsaturday, but I put together this transitional area for what may be the boss map for my #quake episode. #leveldesign #gamedev #lowpoly

  18. I guess working in Netradiant Custom is viable, but you have to open a Quake 4 map that already has single player entities in it.

    If you open it fresh, there is a bare definition file it must have internally that doesn't seem to load a full entity list, not even guns.

    But if you open a map populated with the proper entities, NRC figures out that it needs those, loads them properly and allows you to drop in stuff like those weapons which previously were gone in the right-click menu list

    There doesn't seem to be any way other than this to convince NRC to use proper defs

    More puzzlingly, this is a per-session thing. If you start out with a blank slate with an incorrect entity catalogue loaded, if you open an existing map, it does not pull the new list. You have to set NRC to reload the last map on startup, close out and then restart NRC with the proper map.

    #gamedev #leveldesign #quake4