Talk:Loops (level design): Difference between revisions
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: Well like I said in the article, Metastasis 1 is a great example. I couldn't not use it!... If that makes any sense. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 23:39, 7 Nov 2005 (PST) | : Well like I said in the article, Metastasis 1 is a great example. I couldn't not use it!... If that makes any sense. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 23:39, 7 Nov 2005 (PST) | ||
:: I've just remembered (possibly) the Biggest Loop in Gaming History - the Combine Citadel in Half-Life 2. See it at the beginning, and you ''know'' you'll return... --'''<font color="#ff66cc">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 01:49, 8 Nov 2005 (PST) | |||
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I almost feel like I'm writing an academic paper on these levels at times, it reminds me a lot of literary analysis in my English classes: guessing at the author's intentions and providing proof to support conjectures. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 23:39, 7 Nov 2005 (PST) | I almost feel like I'm writing an academic paper on these levels at times, it reminds me a lot of literary analysis in my English classes: guessing at the author's intentions and providing proof to support conjectures. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 23:39, 7 Nov 2005 (PST) |
Revision as of 02:49, 8 November 2005
While I see a lot of technical documentation floating around the community, I don't see much theory going on - Gameplay theory, level-design theory, whatever you want to call it. So I decided that I was going to write some myself. This one about loops is based off of a 2 sentence tip in "Single Player Mapping Tips," and I felt it deserved some elaboration. I'm not really sure where to put this page yet, so I'm just keeping it here for now... Maybe some kind of "Level Design Theory" category? --Campaignjunkie (talk) 14:12, 7 Nov 2005 (PST)
Interesting idea. What other articles might there be? Maybe that will suggest a category. —Maven (talk) 13:41, 7 Nov 2005 (PST)
- I was actually writing an "epic" Architecture + Design article for VERC, but that never really came together as I hoped. Right now I'm going to focus on specific stuff, like this loops article, instead of something comprehensive. Oh yes, and I think I'm almost done with this one - where do you think I should put it? :) --Campaignjunkie (talk) 14:12, 7 Nov 2005 (PST)
- Category:Level Design, to begin. If other articles of this nature show up, then maybe a Theory subcategory. —Maven (talk) 14:56, 7 Nov 2005 (PST)
- If you mean article name, maybe Loops (level design)? —Maven (talk) 14:58, 7 Nov 2005 (PST)
- Sounds good. The moving is imminent. --Campaignjunkie (talk) 23:39, 7 Nov 2005 (PST)
Oooh! My map's an example! :D
Ahem.
I've been somewhat busy with Metastasis 2, so haven't been doing much (if anything) on this 'ere Wiki lately, but don't be surprised if you get some edits and other contributions to this series. I rather like the idea! --Cargo Cult (info, talk) 14:50, 7 Nov 2005 (PST)
- Well like I said in the article, Metastasis 1 is a great example. I couldn't not use it!... If that makes any sense. --Campaignjunkie (talk) 23:39, 7 Nov 2005 (PST)
I almost feel like I'm writing an academic paper on these levels at times, it reminds me a lot of literary analysis in my English classes: guessing at the author's intentions and providing proof to support conjectures. --Campaignjunkie (talk) 23:39, 7 Nov 2005 (PST)