Personally, i felt it went downhill from where he made the assumption that we all look where we're going when crossing the road.
Seriously, however, it did remind me of a Design tutorial i've got in a *very* old PC Format - Around 5 years old now, probably when Sin was released. It was mainly geared towards DM design, but the general rules do crossover, particuarly with regard to the carrot and stick method used in the best maps (mostly DM, but again - applies elsewhere) - Put the best weapons in exposed areas, where the player must take the risk to get the reward. The case for simple design was also made, normally referring to symmetry and flow - points which are more important in DM and TFC type games rather than CS, where symmetry obviously wouldn't work too well.
Certainly helped me get started all those years back. If only i'd have had it back when i was designing for Duke...
Seriously, however, it did remind me of a Design tutorial i've got in a *very* old PC Format - Around 5 years old now, probably when Sin was released. It was mainly geared towards DM design, but the general rules do crossover, particuarly with regard to the carrot and stick method used in the best maps (mostly DM, but again - applies elsewhere) - Put the best weapons in exposed areas, where the player must take the risk to get the reward. The case for simple design was also made, normally referring to symmetry and flow - points which are more important in DM and TFC type games rather than CS, where symmetry obviously wouldn't work too well.
Certainly helped me get started all those years back. If only i'd have had it back when i was designing for Duke...
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