_He is back, and his microphone is better than ever!_ Seriously tho, I'm glad I subscribed this channel even though I thought it was dead. This is so helpful
@@bauerdesignsolutions2749 you're definitely the most underrated channel I've seen If you started to upload more frequently, I'm sure you'd eventually get tens of thousands of subscribers
This is just what I needed for my DnD Cyberpunk campaign - it's especially tricky to make the maps deterministic, while appearing to follow the rng of a D20 system. Your videos really help out, especially for the stealth gameplay.
I'll do my best to convey my gratitude here.... It's videos like this that help the evolution of Level Design as a whole! I've watched hundreds of videos, absorbing every detail I can, and this is by far the single most useful video I've come across. Specific examples from industry leaders are hard to come by, and I can't thank you enough. Really looking forward to more content, especially more about level design. Thank you, Thank you, Thank you.
I just want to say, Far Cry is my favorite shooter of all time, and I believe it has some of the best level design and AI cover scripting even by today's standards. The way AI interacted dynamically with cover in an open world still blows my mind to this day. That being said, if you were responsible in any capacity for the design of the last encounter on Volcano with the riot squad, you're a terrible person and I want you to know you took hours of my life away and made my hairline recede just trying to get through it on Realistic.
So is it good practice to balanced flow vs options depending on the type of experience you want for that section of the level? But is ultimately better if you can get both the intended flow (slow or fast) and a greater amount of options for player(within reasonable limitations)? For example: A) For a more fast paced hallway, a smoother flow will be more improtant than having more options? players will move quickly from cover to cover and get trough the section quickly having "less time" to get bored or frustrated due to the lack of options? B) For a more slow paced hallway, maybe a stealth or player's planning requiring section, it is okay to give player more options at the expenses of a smoother flow of the section(in reasonable amount)? resulting in a slower cover to cover flow from player, but also a more calculated and strategic flow with more options so player won't get bored(repetitive defense) or frustrated(predictable offense)?
Very interesting, the level design is more complex than I imagined for this aspect. To show your drawings so well on video, what tools do you use? It would be useful for me to show concepts in that way too.
It is a very different topic and my experience is primarily in shooters. I would approach level design for a melee-focused game primarily looking at navigation, less about cover ofc. How can you use the environment for your advantage, what routes open, what risks do those routes offer, what threats are in the environment, how do those threats limit my player's options, etc. ... I know this is very generic and just quickly typed down, but a lot depends on your game and what navigation, stealth, special moves, etc. it has to offer.
@@FerociousOrange I worked on both types but released more FPS in my career. I enjoy both perspectives for what they are, but they are certainly not the same!
Nani? He is alive? Wow. Nice to see you back
_He is back, and his microphone is better than ever!_
Seriously tho, I'm glad I subscribed this channel even though I thought it was dead. This is so helpful
You have no idea how happy I AM about the new mic :P ... less cleanup work for me AND better sound :D
@@bauerdesignsolutions2749 you're definitely the most underrated channel I've seen
If you started to upload more frequently, I'm sure you'd eventually get tens of thousands of subscribers
@@aurin_komak Well I am writing the script for 102 ATM, so fingers crossed :)
@@bauerdesignsolutions2749 yeaaa
This is just what I needed for my DnD Cyberpunk campaign - it's especially tricky to make the maps deterministic, while appearing to follow the rng of a D20 system. Your videos really help out, especially for the stealth gameplay.
Return of the king!
I'm very happy you decided to make another video this stuff is great!
Glad you back!
Oh wow! Welcome back!
Great work, love the simple illustrations!
Great video, I hope you continue to share more insights.
Oh wow! I was starting to think you weren't going to make any more videos.
Not gonna lie, I had a dry spell for a long time, but now I got my stuff together and ready for more again :)
I'll do my best to convey my gratitude here.... It's videos like this that help the evolution of Level Design as a whole! I've watched hundreds of videos, absorbing every detail I can, and this is by far the single most useful video I've come across. Specific examples from industry leaders are hard to come by, and I can't thank you enough. Really looking forward to more content, especially more about level design. Thank you, Thank you, Thank you.
Muito bom, obrigado 😊
Welcome back!
Discovered this channel recently. Your videos are great! Thanks for the level design insights
This is one of the most helpful videos I have watched and I am sharing this with my class. Thank you!
Mannnnnn, you have like the highest level design over here, YOURE BACKKKKKK :00
Your videos are both excellent in content, and in visualizations! Thank you so much!!
I am so happy you made a new video!
Definitely waiting for other new videos. Thanks for content!
Best and Practical Pattern Lecture
I just want to say, Far Cry is my favorite shooter of all time, and I believe it has some of the best level design and AI cover scripting even by today's standards. The way AI interacted dynamically with cover in an open world still blows my mind to this day.
That being said, if you were responsible in any capacity for the design of the last encounter on Volcano with the riot squad, you're a terrible person and I want you to know you took hours of my life away and made my hairline recede just trying to get through it on Realistic.
This will definitely help me with boot camp! Amazing work 👍
A great watch! Thanks for sharing :)
Дякую за відео. Часто розумієш підсвідомо принципи, та як краще зробити, але для початківців ці поради дуже корисні.
youre back! yaaa :D
So is it good practice to balanced flow vs options depending on the type of experience you want for that section of the level? But is ultimately better if you can get both the intended flow (slow or fast) and a greater amount of options for player(within reasonable limitations)?
For example:
A) For a more fast paced hallway, a smoother flow will be more improtant than having more options? players will move quickly from cover to cover and get trough the section quickly having "less time" to get bored or frustrated due to the lack of options?
B) For a more slow paced hallway, maybe a stealth or player's planning requiring section, it is okay to give player more options at the expenses of a smoother flow of the section(in reasonable amount)? resulting in a slower cover to cover flow from player, but also a more calculated and strategic flow with more options so player won't get bored(repetitive defense) or frustrated(predictable offense)?
what a surprise! greetings from Spain ;)
Thank you for this super informative guide! Very insightful.
The volume is a bit to low though.
Cool stuff!
Awesome video
Impressivbe continue dude ! ;)
Very interesting, the level design is more complex than I imagined for this aspect.
To show your drawings so well on video, what tools do you use? It would be useful for me to show concepts in that way too.
why most of midlanes and long lanes in cs doesnt have any cover. Is taht a timing thing? Or utility think such as flashes or smokes
Hey Ben. Please make more videos!
Stay tuned, there will be a big (good) announcement soonish 😁
@@bauerdesignsolutions2749 Sweet! Standing by 😁
That was a loooong break lol
Holy shit ur back
Good 👍👍😊😊
gold mine
Do you have any take on melee focus levek design. From what i gather mostly want open empty space
It is a very different topic and my experience is primarily in shooters. I would approach level design for a melee-focused game primarily looking at navigation, less about cover ofc. How can you use the environment for your advantage, what routes open, what risks do those routes offer, what threats are in the environment, how do those threats limit my player's options, etc. ... I know this is very generic and just quickly typed down, but a lot depends on your game and what navigation, stealth, special moves, etc. it has to offer.
Your videos are really helpful! keep em coming! Also, do you have a Twitter account?
Sorry, I'm not on Twitter and not planning it anytime soon. I'm only on Facebook and ofc UA-cam.
@@bauerdesignsolutions2749 no problem! do you know much about 1st person LD? or do you know more about 3rd person? or is the LD some what the same?
@@FerociousOrange I worked on both types but released more FPS in my career. I enjoy both perspectives for what they are, but they are certainly not the same!
Your audio is too muffled
No
Hey I was wondering if you have any old ue2 runtimes such as versions 127-128
Sorry, I don't