I have 2 categories non-linear and linear level design. I don't count open world games since they have no levels really.
Linear:
Best: Half Life 2
Worst: Killzone 3 (great game otherwise)
Nonlinear:
Best: DOOM, Demon's Souls
Worst: OoT
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How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.
I just didn't feel there was any thought behind it. It felt like some random stuff you put together in 5 minutes with no consideration to the artistic design. Look at the fire temple. Just feels like someone threw a tomato on the wall.How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.
Legendaryscmt
[QUOTE="Legendaryscmt"]I just didn't feel there was any thought behind it. It felt like some random stuff you put together in 5 minutes with no consideration to the artistic design. Look at the fire temple. Just feels like someone threw a tomato on the wall. Timeout, Charles. I thought good level design had to do with gameplay only.How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.
Cow4ever
[QUOTE="Cow4ever"][QUOTE="Legendaryscmt"]I just didn't feel there was any thought behind it. It felt like some random stuff you put together in 5 minutes with no consideration to the artistic design. Look at the fire temple. Just feels like someone threw a tomato on the wall. Timeout, Charles. I thought good level design had to do with gameplay only. No I mean like how the environment are constructed for the player. Nothing to do with gameplay. At least that's how I see it.How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.
mrmusicman247
How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.
Legendaryscmt
The OP is that Charlesdarwin bloke, who made tons of OOT hate threads here ages ago on his old account, so i wouldnt bother asking for reasons off him.
Anyway, while Halo CE had some pretty poorly designed levels, it also had some fantastic level design, AOTCR was spectacular as was Halo (the level) and Silent Cartographer.
[QUOTE="Legendaryscmt"]
How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.
Snugenz
The OP is that Charlesdarwin bloke, who made tons of OOT hate threads here ages ago on his old account, so i wouldnt bother asking for reasons off him.
Anyway, while Halo CE had some pretty poorly designed levels, it also had some fantastic level design, AOTCR was spectacular as was Halo (the level) and Silent Cartographer.
Hey that's just my opinion man. And I am not any charlesdarwin. There must be more people than me who don't think it's the best game ever.Hey that's just my opinion man. And I am not any charlesdarwin. There must be more people than me who don't think it's the best game ever.Cow4ever
I agree, it's not the best game ever. I just wouldn't consider it to have the worst level design ever for non-linear gameplay. *points finger at AC*
I can't decide on a best for non-linear, because I don't much play those kinds of games.
Best - Linear: Portal 2 - a mastercIass Worst: Mirrors Edge - unbelievably repetitive, derivative devices.
Best Non linear: GTA IV - the level of detail is just astonishing.
Not sure about the worst: maybe Assassins Creed 1 on the account that you had this huge space with nothing to do in it.
How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.
Legendaryscmt
Actually if libery was real, i would not be suppriced that it would looked like that :p as you may not noticed real world buildings are made the same, most floors have same structure
[QUOTE="Legendaryscmt"]
How was OoT's level design bad? Just off the top of my head, The Library from Halo still gives me nightmares. Same floor repeated several times with little variation, probably the worst part of any Halo game.
ShadowriverUB
Actually if libery was real, i would not be suppriced that it would looked like that :p as you may not noticed real world buildings are made the same, most floors have same structure
Just because something could be like that in real life doesn't mean it would be fun in a game.
i'll do this gen
Best-SMG2,Portal 2,GTA IV (great city tbh).
Worst-MW2 (multiplayer maps are horrid),FFXIII,Oblivion(hefty copy paste)
Doom level design for example
Cow4ever
Really how does that even WORK? Doom has you run around for keys and secrets.. Zelda has you run around for keys and secrets..
[QUOTE="Cow4ever"]Hey that's just my opinion man. And I am not any charlesdarwin. There must be more people than me who don't think it's the best game ever.mmmwksil
I agree, it's not the best game ever. I just wouldn't consider it to have the worst level design ever for non-linear gameplay. *points finger at AC*
I can't decide on a best for non-linear, because I don't much play those kinds of games.
Well as I said in my first post is that I didn't consider open world games otherwise I would agree. Actually this might be the problem for me as well as most games nowadays are either linear or open world. A Zelda dungeon is neither. That's why it's hard. Only game from now I can think of is Demon's Souls and I like it more since the level design works with the artistic design as well. I mean look at the boletarian castle. You navigate through the castle that at the same time has great level design whereas in Zelda it feels more like a labyrinth with no connection to the setting. I mean all the temples are more labyrinth than actually temples. Demon's Souls blend these two together. Well that's just my opinion anyway.I only buy AAA titles and so far no game ive played has had bad leevl design.
As for best level design, man thats tough, I will probably go with aaaahh Bioshock 1.
[QUOTE="mmmwksil"][QUOTE="Cow4ever"]Hey that's just my opinion man. And I am not any charlesdarwin. There must be more people than me who don't think it's the best game ever.Cow4ever
I agree, it's not the best game ever. I just wouldn't consider it to have the worst level design ever for non-linear gameplay. *points finger at AC*
I can't decide on a best for non-linear, because I don't much play those kinds of games.
Well as I said in my first post is that I didn't consider open world games otherwise I would agree. Actually this might be the problem for me as well as most games nowadays are either linear or open world. A Zelda dungeon is neither. That's why it's hard. Only game from now I can think of is Demon's Souls and I like it more since the level design works with the artistic design as well. I mean look at the boletarian castle. You navigate through the castle that at the same time has great level design whereas in Zelda it feels more like a labyrinth with no connection to the setting. I mean all the temples are more labyrinth than actually temples. Demon's Souls blend these two together. Well that's just my opinion anyway.Agreed, but temple rolls off the tongue better. :P And we have to remember Zelda games have always focused on the puzzle/exploration portion above all else. They may not be the most challenging, but I'll be darned if they don't satisfy the eager and willing gamer.
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