Games with good Level Design18votes I like it
Lafazar says: A whole little world with various kingdoms and living spaces on 8 floors that interconnect in a really brilliant way. The simple but effective art direction (especially the texture design) deserves a special mention.
Lafazar says: While small and mostly linear, the levels are simply great to look at thanks to the art direction. Also it's pretty neat how the overworld connects all the locations to give the world a coherent feel.
Lafazar says: While less impressive than Duke Nukem 3D in terms of variety, there are still more than enough interesting ideas in each single level to put most modern games to shame.
Lafazar says: The enormous freedom given to the player (frontal attack, sneaking through air vents, hacking/picking open locked doors, etc.) means that the already huge and well-designed levels contain an impressive amount of redundancy in their designs.
Lafazar says: The sheer variety (both in gameplay and visual style) of the levels in this game is enough to secure it a top spot. But then each and every one of these levels is also masterfully designed and just filled to the brim with secrets and fun gimmicks.
Lafazar says: These games are still quite unique in that there are not many games with fully 360° explorable environments. While the texture variety is somewhat limited, the map designers still manage to give each single level its own personal character.
Lafazar says: Each level in this game is a little inhabited world that has to be carefully studied and explored before planning and executing the lethal task at hand.
Lafazar says: This was refined with each entry in the series. More and better, what more can you ask for?
Lafazar says: Both games, while featuring completely different 3D engines (one tile-based and one raycasting), feature some of the most explorable RPG game worlds with lots of puzzles to solve and secrets to find.
Lafazar says: This is gridbased dungeon crawler level design at its very best. You'd think that the reduction to squares would be limiting, but the designers make everything they can out of this gameplay style with well done puzzles, traps and enemy encounters.
Lafazar says: The insane size of the levels was unheard of at the time. Add a really unique art direction and you get some really memorable levels.
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