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Old 11-21-2014, 11:21 AM   #10

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Re: The 3D Realms Vault: 1994 Design Tips from Tom Hall - Part 1
Don't make the player go all the way to the end, then all the way to the beginning, then all the way to the end again. It's more fun to feel like you are making ground. Have a series of areas to get through, rather than one big awful area.
Secret Agent violates this rules a couple of times.

In 2007 DOSGuy had a contest where you had to create your own level for Pharaoh's Tomb. I didn't enter the contest, but I had an idea for a level that would also violate this rule.
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