Once the geometry was all built, I was anxious to test the map with real players. I got ready to call some buddies of mine for an all night testfest when I realized… hey! Even though I’ve been working on this map all week or so, none of my would be testers will know anything about it’s twists and turns. They are pretty (NOT) forgiving so I slammed down the phone, fired up Hammer and dropped a little signage. Both bases had the same texture so these location markers had to be huge and obvious.
In placing the signs all around, the obvious occurs to me. This is what we as level designers are supposed to be doing throughout the entire process! Maybe not always as blatant as the Capture Point there, but through textures, lighting, and geometry, information needs to be communicated to the player. It seems like such a no-brainer, but is so often overlooked. I have added a new goal to this project: Make sure each location can be described in 2-3 words.