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Well, Deus Ex used to be my model for top-notch singleplayer level design, simply because there were multiple points of access to each objective. There's a bunch of FPS that totally missed that illusion of choice and suffered as a result (looking at you, Jedi Knight series). But then, yeah, HL2 comes along, and that's the end of my absolutist theory.
Multiplayer DM level design awards still go to Quake. And Unreal Tournament (Phobos and Morpheus stand out). I've reinstalled Q1 so I can remake some of the deathmatch levels in Source. I rebuilt one of the Q2 maps (Tokay's Towers) for HL2DM, and it's still got hella flow. Real ugly, though.
Star Wars Battlefront II had some nice MP levels - nice to look at, sure, and with different operational layouts preventing the use of the same strategy on each board.
Return to Castle Wolfenstein had a level called "Tram" that was unbelievably good. That one and "Beach" were fantastic, but "Tram" wins out for forcing the invading team to switch gears so often (basically, hurry hurry hurry, wait and defend, add sneak as desired, repeat).
I'm enjoying "cs_office" for CS:source immensely at the moment, so long as the sniper rifles are disabled. There's some furious bottlenecking there, made very desperate by the single-life policy.
Never played FarCry, Legba, but I'd love to see some screens of your level in progress. Pimp, man, pimp! |
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