Master of The Free World Productions | Jumpcut Entertainment Network

Modder Recreates GoldenEye 007 Level In Doom

Modder demo_the_doomer has taken on the task of recreating Nintendo 64's 1997 classic GoldenEye 007 in Doom. 

The mod reimagines GoldenEye's dam level, and is an updated version of a previous Doom mod, Goldeneye007tc. This time around, the modder is adding in some changes to the source material and original architecture, such as "the changing of the setting to a nighttime environment, and the changing of the guard towers and adding structures that utilize 3d floors, as well as chairs that explode." Alongside these additions, he plans to include comic-style cutscenes and more Bond one-liners.

A short video preview of the mod can be viewed below, which shows the modder blasting through the recreated level.

(Please visit the site to view this media)

According to demo_the_doomer, the project is 75% done, and a demo is available for download if you want to test it out yourself. For more on neat mods, check out how to add a splash of Fire Emblem to XCOM 2 and Stardew Valley's best most thus far.

[Source: YouTube via Reddit] – The Feed

Jim Brown’s level design workshop: The illusion of choice

Jim Brown of Epic Games advises providing players with an “illusion of choice.” Bringing a behavioral science perspective, he argued for making choice illusory while preserving player autonomy. …

Gamasutra News

Get a job: IO-Interactive is hiring an experienced Level Designer

The Copenhagen-based studio behind Hitman is seeking a senior level designer to manage large portions of the latest Hitman project. …

Gamasutra News

A New, Secret Diablo III Cow Level Honors A Blizzard Dev In Memoriam

For the month of March, intrepid Diablo III players can hunt down a secret area. This is no ordinary portal, though. It’s a new, secret cow level.

The area in question was installed to remember Kevin Kanai Griffith, a Blizzard artist who passed away due to a rare form of cancer two years ago. One of the game’s most precious artifacts, the Kanai Cube, is also named for Griffith.

YouTube user MadTom capture the process of entering Kanai’s Stomping Grounds, where you’ll be tasked with slaughtering the Infernal Bovines. The location depicted below is Act III’s Infernal Throne in the Ruins of Sescheron:

(Please visit the site to view this media)

You have a few weeks to check this out for yourself. Once March, Kevin Kanai Griffith’s birth month, ends so does the event.

[Source: Blizzard, MadTom on YouTube via Kotaku] – The Feed

Terrifying players with unstable level design in Layers of Fear

” It all boils down to psychology. We get scared in claustrophobic spaces, and we are terrified when we know something is about to happen but we can’t pinpoint what it will be.” …

Gamasutra News

Spend a day sharpening your level design skills at GDC 2016

From the remarkable wilderness of Firewatch to how level designers are adapting their skills to the world of VR game development,Here’s a preview of the Level Design In A Day tutorial which will help kick off GDC 2016 in San Francisco next month. …

Gamasutra News

Level design basics from a Call of Duty modder turned pro

Treyarch’s Muhammad Ayub: “I have been making multiplayer maps in the Call of Duty modding community for past 8 years. Over the years, I have learned a lot of design rules and principles.” …

Gamasutra News

Navigation nodes in 3D level design

“What I call ‘nodes,’ in the context of level design, is a place where we know what the player is seeing. Identifying and creating nodes in our 3D level design is a great tool which serves many purposes.” …

Gamasutra News

Video: Using iterative level design to ship Skyrim and Fallout

At GDC 2014, Bethesda’s Joel Burgess took to the stage to share insights into the iterative approach used by Bethesda’s level design team plan, implement, test and polish massive amounts of content. …

Gamasutra News

Test Chamber – We Play John Romero’s Surprising New Doom Level

After a 21-year hiatus, John Romero has crafted a new level for the original Doom. Join us at we try it out.

Andrew Reiner and I play through the first few sections of Romero's new map, Tech Gone Bad, which serves as a replacement for the finale of episode one. Despite still being limited by the technological restraints of the original Doom, Romero manages to make the new level feel fresh: Red cracks sprawl through the hallways of the overrun installation and deal damage if you stand still on them, paths of stepping stones have you hopping over poisonous pools (despite the lack of a jump button!), and myriad buttons shift the environments in surprising ways. Whereas the original E1M8 level was rather short and straightforward, Romero's new level feels like a worthy finale, requiring players to thoroughly explore a large and winding installation that's packed with detail while also traversing its outskirts in a massive outdoor environment. The level still ends with the iconic battle against the two barons of hell, but ratchets up the intensity even further. The level is a remarkable technical feat, and a reminder of Romero's design expertise. 

While we sprint our way through the first few minutes of the level, Reiner shares some more of his thoughts on the upcoming Doom reboot. View the video below to learn more and see Romero's level in action.

(Please visit the site to view this media)

Those interested in playing Romero's new map for themselves can find the necessary files and instructions here. Old-school Doom fans should also check out our retrospective on the game, as well as Romero's playthrough and dissection of Doom's episode one, which he did with Double Fine. For more on the new Doom, click on the banner below. – The Feed