![]() ![]() As first person games move ever further towards tightly-authored roleplaying experiences, this type of honest level design is increasingly forgotten. It's a lot more like a puzzle than a world in this regard. The designer builds an escalating arc out of challenges arranged using game rules and elements, but more importantly the player knows it, letting their understanding of how to exploit those same elements guide them past the threats. ![]() While the best levels aren't lacking competent visuals, the world the player finds themself in doesn't fully pretend to be a real setting, a chapter in a story, or anything other than a handcrafted clockwork machine designed to make them pay for every inch of progress. The hallmark of "gamey" or "arcadey" level design is a conversational style. Therefore, before you continue reading, understand that the most important things you need to know about Copper as a level designer are here. What this means is that by polishing and deepening the core gameplay, Copper amplifies the mapper's power to create fun, dangerous challenges using the game's core elements: enemies, resources, and 3D space. Thematic sugar for worldbuilding is not, nor are means of taking direct control of the experience.Ĭopper makes things better for mappers primarily by making things better for players, not the other way around. Tools for smoothing the act of play and the act of construction are common. Ideally, perusing this document will give you ideas. I have tried instead to provide a practical guide to what new tools are available to mappers and what new things they make possible, which is the sort of information that can't be easily gleaned from scanning technical specs. There is no exhaustive documentation of spawnflags and keyvalues to be found here - f/fgd loaded in your editor accomplish that better where you actually need such information. For human-readable tutorial text, searching f for an entity classname will generally tell you everything you need to know. fgd contains more field metadata, but less descriptive text, while the QuakeEd/Radiant-format. As a result of restrictions of the two formats, the Worldcraft-format. See documentation for your editor of choice for instructions on loading one of these. You'll need f or copper.fgd, which are included with the mod. Copper Contents | Download | Changes | Mapping | Modding | History Mapping Overview This site will work and look better in a browser that supports web standards, but should be accessible to any browser or Internet device.
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