nebulous

Kafe
Kafe
Great question!
It varies based on the game, but for a Half life example:
Understand your mechanics & keep your grip on the player loose.
Kafe
Kafe
For me as a level designer focused around combat, I want to throw players a problem, and I want to hear them throw a solution that's unique to them every time.
maxi
maxi
Don't mean to pry, sorry - but when you say combat do you mean like COD maps, or more PVE based maps with progression like HLA has?
Kafe
Kafe
for me personally, if I give players a problem, and I'm getting the same response back each time, then the problem I've given them is not interesting.
Kafe
Kafe
In the context of half life, always PVE.
maxi
maxi
interesting; do you prefer working on pve or pvp maps then?

you sound like a pve kinda guy idk what problems i face in call of duty other than shit aim
Kafe
Kafe
Originally I was really into PVP level design, although counter-strike disillusioned me to it since meta map choices and intense competitive focus in PVP games ballooned from it and made experimental concepts unpopular compared to simple & safe.