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LEVEL-DESIGN.org News Roundup – Volume 34

Mateusz Piaskiewicz    August 11, 2015 August 11, 2015    Comments Off on LEVEL-DESIGN.org News Roundup – Volume 34

Articles & Tutorials:

  • MapCore – Source Lighting Technical Analysis: Part One
  • MapCore – Source Lighting Technical Analysis: Part Two
  • Gamasutra – Incorporating Level Design in Melee Combat Systems by Bart Vossen
  • Gamasutra – Level Design For Melee Combat Systems by Bart Vossen
  • Gamasutra – Procedural Level Design in Dungeoning
  • RPS – How Do You Make a Professional CS:GO Map?
  • Open World in Witcher 3: Wild Hunt
  • The Way Nintendo Used To Do Mario Levels
  • InnerSpace: The Challenges of Open World Design & Player’s Choice
  • Instructive Level Design
  • Stefan Doestschel: The Principles of Level Design

Galleries & Art Dumps:

  • Wolfenstein: Old Blood – Art Dump Part 2

Tools:

  • Jackhammer 1.1.700 Released – Changelog
  • Unity 5.1
  • Unreal Engine 4.8 Released – Unreal Engine 4.9 Preview
  • Trenchbroom 1.1.6
  • Doom SnapMap

Videos:

  • Great Levels In Gaming #15 – Dark Souls (Part 1)
  • Wall Worm Level Design Episode 1
  • Wall Worm Level Design Episode 2
  • Why de_dust2 Is So Good?

LEVEL-DESIGN.org Reference Database Updates:

  • Call of Duty: Advanced Warfare – Complete SP Campaign
  • Call of Juarez: The Cartel – Complete SP Campaign
  • Dying Light
  • Max Payne 2: The Fall of Max Payne
  • Quake 4 – Complete SP Campaign
  • Shadow Warrior
  • Witcher 2: Enchanced Edition
LD.org News Roundups   

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