#leveldesign — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #leveldesign, aggregated by home.social.
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The #QUAKE Rooftops Jam has a little over a week left and I still don't have an exit! #gamedev #leveldesign #lowpoly #screenshotsaturday
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The #QUAKE Rooftops Jam has a little over a week left and I still don't have an exit! #gamedev #leveldesign #lowpoly #screenshotsaturday
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The #QUAKE Rooftops Jam has a little over a week left and I still don't have an exit! #gamedev #leveldesign #lowpoly #screenshotsaturday
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The #QUAKE Rooftops Jam has a little over a week left and I still don't have an exit! #gamedev #leveldesign #lowpoly #screenshotsaturday
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The #QUAKE Rooftops Jam has a little over a week left and I still don't have an exit! #gamedev #leveldesign #lowpoly #screenshotsaturday
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The complete 3D map of Metal Gear Solid is surprisingly simple. Aside from the two buildings that have three floors connected by elevators, it's basically a straight line, which helps a lot with avoiding players getting lost with all the repeated backtracking.
But with the way the game progresses, it feels a lot more complex and larger.
#MetalGearSolid #MetalGear #MGS #retrogames #PS1 #LevelDesign
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The complete 3D map of Metal Gear Solid is surprisingly simple. Aside from the two buildings that have three floors connected by elevators, it's basically a straight line, which helps a lot with avoiding players getting lost with all the repeated backtracking.
But with the way the game progresses, it feels a lot more complex and larger.
#MetalGearSolid #MetalGear #MGS #retrogames #PS1 #LevelDesign
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The complete 3D map of Metal Gear Solid is surprisingly simple. Aside from the two buildings that have three floors connected by elevators, it's basically a straight line, which helps a lot with avoiding players getting lost with all the repeated backtracking.
But with the way the game progresses, it feels a lot more complex and larger.
#MetalGearSolid #MetalGear #MGS #retrogames #PS1 #LevelDesign
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The complete 3D map of Metal Gear Solid is surprisingly simple. Aside from the two buildings that have three floors connected by elevators, it's basically a straight line, which helps a lot with avoiding players getting lost with all the repeated backtracking.
But with the way the game progresses, it feels a lot more complex and larger.
#MetalGearSolid #MetalGear #MGS #retrogames #PS1 #LevelDesign
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**The Infinite Spiral Staircase**
*Location and Environmental Hazard***Overview**
The Infinite Spiral Staircase appears wholly unremarkable. It functions as a modular location for a wizard's tower, a Feywild estate, a divine sanctum, a haunted keep, or a thieves' guild vault. The construction is left to the Dungeon Master, but a default aesthetic recommendation is smooth, seamless dark grey stone with no mortar lines. It should seem entirely unremarkable and totally expected in its environment.**The Effect**
Any creature moving forward up the staircase is caught in an infinite loop. The stairs continue endlessly upward regardless of the distance climbed. The effect is invisible. The staircase does not feel magical.**The Sensory Clue**
Upon entering the stairwell, the air shifts subtly and wrongly. The Dungeon Master chooses the specific quality, such as a faint chill, sticky air, or pressure behind the eyes. This is described plainly and specifically.Each step forward deepens the wrongness by one degree. Early steps are noticeable but not alarming. Sustained climbing becomes genuinely uncomfortable. Turning around at any point causes the wrongness to vanish instantly, leaving the air feeling neutral or pleasant. Taking a step back down toward the entrance has no effect on the wrongness; it maintains itself even after exiting the staircase. Taking a step backwards up the staircase, however, leaves the air feeling neutral and comfortable. This is the tell.
**The Solution**
Backwards movement up the staircase breaks the infinite loop. No ability check, class feature, or special ability is required. Any creature capable of movement can solve this purely through observation.**The Inscription**
The entrance features an archway set within a rectangular frame. In the liminal space between the arch curve and the squared corners, carved text reads: *The way forward lies behind.*
Visibility is left to Dungeon Master discretion. It can require a DC 10 Intelligence (Investigation) check to spot, or it can be obscured requiring a DC 15 check. It is always visible to any character who turns around to leave.**Escalating Stages**
The wrongness scales to the staircase design and pacing.
* **Stage One: Discomfort.** The air is wrong. It is noticeable and unpleasant, carrying no mechanical effect.
* **Stage Two: Distress.** The wrongness is difficult to ignore. Creatures must succeed on a DC 14 Constitution saving throw or suffer disadvantage on ability checks until they stop moving forward.
* **Stage Three: Damage.** The staircase becomes actively hostile. Creatures take 10 (3d6) psychic damage each round they continue climbing forward.**Party Dynamics**
If the party splits directions, the geometry becomes contradictory and magical. Perspectives overlap and relative distances cannot be tracked accurately. Characters can still see and communicate with one another regardless of direction. Positioning during a split cannot be trusted. The Dungeon Master should lean into the incoherence rather than attempt to resolve it spatially.**Dungeon Master Notes**
The inscription visibility is the primary difficulty dial. The sensory stages are deliberately flexible. A character who has encountered this staircase before may make a DC 16 Intelligence (Arcana) or Intelligence (Investigation) check to recognize the effect immediately. No magical explanation is required. The staircase simply is what it is.#DnD #DnD5e #DungeonsAndDragons #TTRPG #TabletopRPG #DnDHomebrew #DMing #GameMaster #TTRPGCommunity #Worldbuilding #DnDPuzzle #LevelDesign #EncounterDesign
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Interesting video: "Introducing Unibuilder: Probuilder for Godot" https://www.youtube.com/watch?v=i8fiUy1d2eg
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There's a #Minecraft #QUAKE jam and it's a lot of fun!
#gamedev #leveldesign #lowpoly #screenshotsaturday -
The #QUAKE Rooftops Jam is still going strong. #gamedev #leveldesign #lowpoly #screenshotsaturday
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Rooftops Jam for #QUAKE. spamming detail everywhere. #gamedev #leveldesign #lowpoly #screenshotsaturday
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Started the Rooftops Jam for #QUAKE. I'm somewhere between detail ideas and blockout.
#gamedev #leveldesign #lowpoly #screenshotsaturday -
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!
https://www.slipseer.com/index.php?resources/tremor.614/
#quake #leveldesign #gamedev #lowpoly -
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.
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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 -
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?
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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.
https://www.mapeditor.org/2026/07/14/focus-on-level-design-with-automapping.html
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New area blockout is coming together darkly. All built with Scythe Editor.
#gamedev #leveldesign #UE5 #unrealengine #screenshotsaturday -
Mesh Nodes 2.0 | #Unity3d #Asset on the #AssetStore
Create meshes in #Unity using a node system
#𝗣𝗿𝗼𝗰𝗲𝗱𝘂𝗿𝗮𝗹 #𝗣𝗿𝗼𝗰𝗚𝗲𝗻 #𝗧𝗲𝗰𝗵𝗔𝗿𝘁 #𝗟𝗲𝘃𝗲𝗹𝗗𝗲𝘀𝗶𝗴𝗻 #𝗘𝗻𝘃𝗶𝗿𝗼𝗻𝗺𝗲𝗻𝘁𝗗𝗲𝘀𝗶𝗴𝗻 #𝗡𝗼𝗱𝗲𝗚𝗿𝗮𝗽𝗵 #𝗚𝗮𝗺𝗲𝗧𝗼𝗼𝗹𝘀
https://assetstore.unity.com/packages/package/mesh-nodes-273635 -
One more! It's # Quake 30th Anniversary 1024 Jam! This is my last map release at least for a week. #gamedev #leveldesign #lowpoly
https://www.slipseer.com/index.php?resources/quake-30th-anniversary-1024-jam.609/ -
Hey! It's #Quake 30th Anniversary Limits Jam! Yeap, I made another map.
https://www.slipseer.com/index.php?resources/quake-30th-anniversary-limits-jam.608/
#gamedev #leveldesign #lowpoly -
Mesh Nodes 2.0 | #Unity3d #Asset on the #AssetStore
Create meshes in #Unity using a node system
#𝗣𝗿𝗼𝗰𝗲𝗱𝘂𝗿𝗮𝗹 #𝗣𝗿𝗼𝗰𝗚𝗲𝗻 #𝗧𝗲𝗰𝗵𝗔𝗿𝘁 #𝗟𝗲𝘃𝗲𝗹𝗗𝗲𝘀𝗶𝗴𝗻 #𝗘𝗻𝘃𝗶𝗿𝗼𝗻𝗺𝗲𝗻𝘁𝗗𝗲𝘀𝗶𝗴𝗻 #𝗡𝗼𝗱𝗲𝗚𝗿𝗮𝗽𝗵 #𝗚𝗮𝗺𝗲𝗧𝗼𝗼𝗹𝘀
https://assetstore.unity.com/packages/package/mesh-nodes-273635 -
The Bestiary Jam for #QUAKE is out! I made a map for this. 5 stars!
https://www.slipseer.com/index.php?resources/bestiary-jam.605/
#gamedev #leveldesign #lowpoly -
The Scrapped Dimension, my #Quake episode map pack is now available! #gamedev #leveldesign #lowpoly
https://www.slipseer.com/index.php?resources/the-scrapped-dimension.604/ -
The 1024 Jam for #QUAKE is complete. Should be released in a few days. Here's some final screenshots.
#gamedev #leveldesign #lowpoly -
Mesh Nodes 2.0 | #Unity3d #Asset on the #AssetStore
Create meshes in #Unity using a node system
#𝗣𝗿𝗼𝗰𝗲𝗱𝘂𝗿𝗮𝗹 #𝗣𝗿𝗼𝗰𝗚𝗲𝗻 #𝗧𝗲𝗰𝗵𝗔𝗿𝘁 #𝗟𝗲𝘃𝗲𝗹𝗗𝗲𝘀𝗶𝗴𝗻 #𝗘𝗻𝘃𝗶𝗿𝗼𝗻𝗺𝗲𝗻𝘁𝗗𝗲𝘀𝗶𝗴𝗻 #𝗡𝗼𝗱𝗲𝗚𝗿𝗮𝗽𝗵 #𝗚𝗮𝗺𝗲𝗧𝗼𝗼𝗹𝘀
https://assetstore.unity.com/packages/package/mesh-nodes-273635 -
1024 Jam for #QUAKE that I'm spending way too much time on. #gamedev #leveldesign #lowpoly #screenshotsaturday
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Mesh Nodes 2.0 | #Unity3d #Asset on the #AssetStore
Create meshes in #Unity using a node system
#𝗣𝗿𝗼𝗰𝗲𝗱𝘂𝗿𝗮𝗹 #𝗣𝗿𝗼𝗰𝗚𝗲𝗻 #𝗧𝗲𝗰𝗵𝗔𝗿𝘁 #𝗟𝗲𝘃𝗲𝗹𝗗𝗲𝘀𝗶𝗴𝗻 #𝗘𝗻𝘃𝗶𝗿𝗼𝗻𝗺𝗲𝗻𝘁𝗗𝗲𝘀𝗶𝗴𝗻 #𝗡𝗼𝗱𝗲𝗚𝗿𝗮𝗽𝗵 #𝗚𝗮𝗺𝗲𝗧𝗼𝗼𝗹𝘀
https://assetstore.unity.com/packages/package/mesh-nodes-273635 -
Bestiary Jam for #QUAKE. I got rooms!
#gamedev #leveldesign #lowpoly #screenshotsaturday -
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 -
It's time for sharing game assets! You can follow the hashtags to find more. Let's start with the #Free #Modular House Pack, by Qabsurdo!
https://qabsurdo.itch.io/free-modular-house-pack
#3DAssets #6thGen #AssetPack #Environment #GameAssets #GameDev #IndieDev #IndieGameDev #Itchio #LevelDesign #Materials #Retro #Textures #Tileset