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#gameart#architecture and#gamedev discussion of 1000 cuts map project - http://www.simonoc.com/pages/design/sp/1000cuts.htm …pic.twitter.com/42kZKuXc0g
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My favourite AD map I designed was AD_E2M2 with grand architecture, plenty of replayability and real sense of place! https://www.youtube.com/watch?v=duhOSeS2ilI …pic.twitter.com/vYhGMlGZ2W
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The planets have aligned, a portal has open, are you ready to enter?pic.twitter.com/bmkjVMJt8h
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Simon OCallaghan Retweeted
Protip: Make debug visualizers for everything and check them regularly. If you don't, things are probably broken.
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Always be open to change with
#gamedev#leveldesign some of the best ideas are often found in the closing moments of a project!Thanks. Twitter will use this to make your timeline better. Undo -
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New QuakeSpasm build from
@ericwa - r_scale 2, no fog/sky, texturemode 1, vanilla palette only; what a lovely#oldschool#Retro#quake vibe!pic.twitter.com/80ve2g2NL7
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Playing with the new r_scale feature of QuakeSpasm and its gorgeous
#Retro pixel vision! Especially love the sharp edges, feels like#quakepic.twitter.com/W9COleSe3S
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Vertical Connecting Corridors
#screenshotsaturdaypic.twitter.com/hI0sv20pKY
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Procedural
#leveldesign should be more than just random rooms; The flow comes from logical placement of landmarks, lighting & items#gamedevThanks. Twitter will use this to make your timeline better. Undo -
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Great FPS
#leveldesign is Interconnectivity, this involves planning and design. Procedurally generated games will often lack this quality.Thanks. Twitter will use this to make your timeline better. Undo -
Its funny how the delete key is often seen as a last resort and yet somehow its liberating when applied to iterative level design!
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Thanks everyone, 1000 brushes to celebrate 1000 followers!pic.twitter.com/09oOJo6L0u
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