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  1. DoD:S mapping and that

    I’ve been playing a lot of DoD:S in the past couple of days, and naturally having been used to BF2 (and the aggravation that comes with it), I’m hooked (again.)

  2. A little wad (the story of cs_tire)

    A lot of people don’t know this, but Dust wasn’t my first Counter-Strike map.

  3. Unplanned

    I’ve mentioned enough times before how most of my maps have been entirely unplanned.

  4. More Fact!

    Did quite a bit of work on pa_fact this weekend, including making the inside a lot warmer, making the outside a lot colder, and completely removing a couple of bits so I can redo them properly.

  5. Modding yourself employable

    If my months of research, quantum physics knowledge, Excel spreadsheets and wild assumptions are correct, then most of the people who read this blog are modders with a passing interest in level design.

  6. Design Crossovers

    I’ve been playing quite a bit of Trackmania Nations recently and it’s pretty good fun.

  7. Feeling It

    After you’ve been playing games and designing maps for a while, you tend to get a good feeling about what works and what doesn’t.

  8. Fact Screenshots

    Well, it’s Saturday 4th February, and as everyone knows, Saturday 4th February means I have to post some screenshots.

  9. Reach for the Skybox

    One of the cool things about Source is the skybox feature.

  10. Twee Texturing Tips

    A bunch of simple considerations when texturing your maps.

  11. Inkscapism

    If you’re like me, designing maps on paper leads to large swathes of forest disappearing, graphite stocks depleting, and a slow increase in aggrevation as you are forced to redesign large portions because it would be a pain to erase.

  12. Casbah... oh dear

    So, this is the mess we ended with last time.

  13. Casbah... alpha

    So, Casbah was proceeding nicely (actually, “mideast” was, because it wouldn’t be named Casbah until much later.)

  14. Casbah...

    With traffic from digg slowly residing (8 gigs of traffic in about 48 hours!)

  15. DaveJ's Christmas Feel-Good Message

    It’s almost Christmas, and since it’s hard to escape it, I suppose there’s little option left than to embrace the season of good will, merriness, happiness, joy and other fluff.

  16. Dull map?

    Right, so you’ve got your map.

  17. Light Me Warm

    One of my favourite things about HL2, one of the things that set it apart from so many other FPS’s, is the lighting.

  18. Me on: de_view_update1

    Since dumping Battlefield 2 due to its bugs and irritations, I’ve started playing CS:S more.

  19. Help me help you

    I’ve finally reached it.

  20. pa_fact at night?

    On my journey home tonight in the absolute freezing cold, the train passed the same old industrial yards, lit up in the otherwise black outdoors via their bright yellow incadescent bulbs and bright white flourescent floodlights.

  21. That D word again

    I was pointed to an article on Gamasutra yesterday, covering realistic level design for Max Payne from the 2002 GDC.

  22. website propaganda

    Just a heads up that johnsto.co.uk has been updated with a new design and even some new content so if you’re excessively bored, give it a visit and see if you can locate the main navigation buttons… Quick tip: heavily patterned textures (i.e.

  23. pa_fact Source'd

    Nothing’s coming to mind to write about, so instead I thought I’d post a couple of screenies of something I did last Sunday and a few of the things in it that I think work quite well.

  24. The Hill

    Part of the fun with level design is in trying to find solutions to simple gameplay problems.

  25. Dtaiel vs Dgiesn

    Just over four years ago, I wrote that ‘Detail versus Design’ essay/article/rant, which basically said, “Gameplay first, geometry second, perfect texture alignment third.”

  26. *design

    Ever since I first got my hands on the DTP/art programs when I was about 10 (things like TimeWorks Publisher ST, Calamus 1.09n and Arabesque), and started printing out my own A5 newspapers and mags, I’ve loved doing design work.

  27. Mission One

    Right, I’m back.

  28. Normal Service...

    Now settling in to new flat.

  29. Game-time versus local-time

    Modern FPS engines can do all sorts of remarkable things, from radiosity lighting to HDR lighting and reflections.

  30. Level design and style

    It’s quite interesting how level design has evolved stylistically throughout the past 10 years.

  31. Mission Statement

    It occurred to me how the mapping world is very different to how it was when I started out 10 years ago (when I was, err, 12).

  32. Ups and Downs

    Tonedef made this comment to my post from last week: It is stuff like this that made me stop mapping….I could never do that good :P.

  33. Random ETC2 stuff

    Whilst my mind is empty of any real content, thought I’d let slip on a couple of stupid things I put into ETC2.

  34. Black Mesa: Source

    Another busy week… I must admit being very excited about Black Mesa: Source.

  35. Flying Start

    There’s nothing more satisfying or enjoyable as a level designer as stumbling across a photo like this: And then, a few hours later, find you’re staring at this: What I’m doing here is principally establishing a theme - what you see here is pretty much all

  36. Engine Paradigms

    Something that came out of the Quake 2 versus Unreal battle of years and years ago was the obvious distinctions between both engines.

  37. The Map is not the Territory

    A popular expression from NLP is the phrase, “the map is not the territory”, neatly describing that a particular description will not entirely reflect the details of some object or concept, but will act as useful information nontheless.

  38. Designing on paper

    As I sat on the train home yesterday out of Waterloo station, scaring my fellow passengers by snapping photos through the window of derelict industrial buildings as they whizzed by and making frantic drawings on a pad of paper, I wondered how one would ac…

  39. Making a map: first steps

    One of the hardest bits about creating a map is actually starting one.

  40. Height Changes

    No matter how much level design I do, there’s still one thing that I have huge problems with - height changes.

  41. Common sense strikes again

    Whilst redesigning the main site (not live yet) I’ve been streamlining the content and removing some bits and adding others.

  42. Tubes and Subways

    The terrorist attack on London yesterday was terrible, but as always, us British continue as normal.

  43. The beauty of newbies

    There’s something strangely enjoyable about looking at the creations of others, whether they be established at the craft or merely trying to make that first, fundamental step.

  44. Directing the player

    It occurred to me that most of what I post here is common sense.

  45. David Johnston MEng

    I made a promise to myself never to let this blog stray from being about level design to being about my personal life so I’ll keep this short: yesterday I found out that, after four years of University, I now hold a first-class honours MEng degree in Soft…

  46. Learning from the Masters

    Just a quick post while I have some form of web access (I’ll be back late next week when normal service shall resume).

  47. A couple more little tips

    Inspired by the mammoth success of my post from last night, here are a couple more little things I’ve picked up along the way.

  48. A couple little tips

    There are quite a few handy tricks one learns during the course of learning how to map.

  49. Making it all seem real

    The past year or so has been a great time for level design aesthetics: finally, adding purely aesthetic, non-gameplay elements to maps is affordable.

  50. Fun Map Features

    Having finally getting round to playing de_port a lot last week, and a bit of BF2 in the last day or so, and then cross-referencing this with my many years of FPS experience (haha) I think I’ve finally found the single thing that I enjoy most in any of th…