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What game has the best level design, ever?

Metroid Prime was great, but backtracking engraved the mindset that the environments were nothing more than linear little 'tunnels' that I was forced through.

Therefore, UT99 for sure.
 
im not sure i agree with all the people saying dark souls. it is one of my favorite games of the generation, and at its best its level design is among the best in the business (anor londo, sens fortress, much of the early part of the game) but it is not consistent throughout. lost izalith is terrible, for example.
 
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so ahead of the curve is not even funny.

+1 nuff said, right down to the wording of the sentence.
 
What a genuinely hard question to answer. In my limited (and mostly Nintendo dominated) frame, I would probably say:

Super Mario Galaxy/2 has the best abstract platforming design.
Super Metroid/Metroid Prime 2 have the best environmental and exploration based design
A Link To The Past has the best overworld/underworld and pacing to content ratio in Zelda games

But damn, I couldn't begin to think about a real answer to this question before I get more experience in other genres.


I fucking love you. :lol

Needs an image or gif of the room right afterward.
 
im not sure i agree with all the people saying dark souls. it is one of my favorite games of the generation, and at its best its level design is among the best in the business (anor londo, sens fortress, much of the early part of the game) but it is not consistent throughout. lost izalith is terrible, for example.

I agree. Upon first visit, Tomb of the Giants, Archer area of Anor Londo, Izalith are all terrible.

Demon's Souls' level design is a lot better IMO. Most of World 2 is boring to me, but great design overall.
 
I love Super Metroid as a world. I also loved the levels in Demon's Souls and thought they were incredibly well designed.
 
Metroid prime was alright, but had a lot of long useless corridors.

I second the vote for Mario Galaxy 2.

Portal 1/2 have some brilliant levels.

And Zelda games in general usually have some standout levels (Though not usually the entire game. Ie. Desert from SS, Wind temple from WW, Stone tower/Water temple/Snow temple/forest temple from MM).
 
There is only one correct answer (for this generation): Donkey Kong Country Returns!!!!!

After playing it many hours for the first time and dying often, but still not feeling any kind of frustration... I noticed how perfect it's leveldesign is. It's very challenging, never unfair, has perfect pacing, is surprising, plain fun and just genius...

If leveldesign is the soul of every 2D plattformer, then DKCR got to have one of the most beautiful ones.

Definitely LOTY 2010.
 
It's safe to say in general Nintendo are level design kings among other things. I think this is because they understand level design is one of the key foundations towards fun, exciting, and engaging gameplay.
 
all of my favorites i would give a nod for great level design and pacing: metroid prime, resident evil 4, half-life series. . .

but MARIO GALAXY 2 makes me break out the hyperbole. i think about how much pleasure the creativity of a single level brings me and i feel like there's no way it exists on this tragically flawed planet.
 
I'm not even that far into Dark Souls but I've spent nearly 40 hours in the world and it really is amazing. Never feels like a chore exploring this world even when you travel the same area for the hundredth time. It becomes your world.
 
I don't know, but here are some I really like:

Thief III
The levels leverage the game mechanics really well, keep the atmosphere up, communicate the setting consistently, make sense.

SWAT 4
The levels are very dense, very fine-tuned, that while its built-in randomness of enemy placement and stuff always works, which is really outstanding.

VVVVVV
The levels really only want to serve the purpose of making the mechanics bloom on every screen. Really smart overall.

Braid
Outstanding art, really cool mechanics, really ingeniously interwoven to create aha moments on every screen.
 
Some of yall must not have played UT when it came out all that time ago, the very act of running around and jumping through the iconic maps was such a new experience.
 
Besides that, it's pretty great. Best in the genre in my opinion.
Sewers were shit as well as skulltopia segments. Mostly places with water...hmm. Rest of the game was basically godlike though. The holy trinity though have pretty weak level design though. NG with its military compound / running through the mall crap, Bayo with its parkour shit, and DMC4...oh boy.

If you allow the other hack & slash in, the better answers are PoP:SoT and GoW (any of em). SoT was the epitome of well done level design obstacles. They were unintuitive with the controls and felt great. GoW just knows how to "evolve" levels. Battles became fun treasure hunts. The trinity do NONE of this.

In the end though, their combat is about 10 bazillion times superior to the competition so...yea.

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My thread answers are Braid, LTTP, Alundra, Super Metroid, Mario64
 
http://upload.wikimedia.org/wikipedia/en/thumb/0/03/Super_Mario_Bros._box.png/250px-Super_Mario_Bros._box.png[IMG]

Can't beat this one. Probably my own most replayable game of all time. Simplistic by today's standards, maybe, but everything just works.[/QUOTE]

Directly beaten by its sequel and sequels thereafter.
 
Interesting subject. It would have been interesting to ask what people value in level design too.

If you think about it, there are many types of qualities games can have in this particular area.
Braid or Portal have arguably good level design because their layout is deadly precise and exploits respectively time powers and portals in a near perfect way.
Mario Galaxy has arguably great level design because you constantly discover new things to do with every new planet.
Alan Wake has arguably good level design because even if it's a linear game, you have a fantastic sense of place and can see your objectives sometimes half an hour before you can actually reach them.
Psychonauts has arguably great level design because of a crazy art direction (milkman level for example) which serves gameplay and story equally.
Halo has arguably good level design because of its scale and, in the Silent Cartographer part, for instance, because you're relatively free on an open island and all the space is used.
Doom has arguably great level design because of its maze-like structure with secret passages everywhere.
Prince of Persia Sands of Time, Super Meat Boy or Mirror's Edge have arguably good level design because of the general movement flow they create, which even failure doesn't really stop.
Castlevania Symphony of the Night or Super Metroid have arguably great level design because of their huge worlds that progressively open up as you unlock powers.
Hell, even a game like GTA4 could have a great form of level design just because of the complexity of the city, even if it's not the most fun game world to roam.

What would be even more interesting to find is games with good level design but bad gameplay.
 
Interesting subject. It would have been interesting to ask what people value in level design too.

If you think about it, there are many types of qualities games can have in this particular area.
Braid has arguably good level design because the layout is deadly precise and exploits time powers in a near perfect way.
Mario Galaxy has arguably great level design because you constantly discover new things to do with every new planet.
Alan Wake has arguably good level design because even if it's a linear game, you have a fantastic sense of place and can see your objectives sometimes half an hour before you can actually reach them.
Psychonauts has arguably great level design because of a crazy art direction (milkman level for example) which serves gameplay and story equally.
Halo has arguably good level design because of its scale and, in the Silent Cartographer part, for instance, because you're relatively free on an open island and all the space is used.
Doom has arguably great level design because of its maze-like structure with secret passages everywhere.
Prince of Persia Sands of Time, Super Meat Boy or Mirror's Edge have arguably good level design because of the general movement flow they create, which even failure doesn't really stop.
Castlevania Symphony of the Night or Super Metroid have arguably great level design because of their huge worlds that progressively open up as you unlock powers.

What would be even more interesting to find is games with good level design but bad gameplay.

That woul be ICO, SotC, and BG&E off the top of my head. I'm sure I'll be flamed to cinders, but I gotta say it how I see it.
 
One more vote for Mario Galaxy 2 and Donkey Kong Country Returns

I also wants to make an honorable mention to Quake3 because i'm SURE that YOU have a quake3 level map in your head right now
Oh .. and Shadow of the Colossus of how they mix level and character design in so awesome ways
 
The Naughty Dog Crash Bandicoot games have some devilish but genius level design- even Crash Team Racing had great circuits. The Precursor Legacy and Uncharted 2 have some great moments that show off their amazing level design skills too. Psychonauts is another great example of some incredible design that benefits both the story and the gameplay in some super clever ways - Portal 2 did a great job of this too.
 
Funny that this thread's purpose and conditions are so vague, now that the answers run from Mario Galaxy 2 to Unreal Tournament of all games. When I think of platforming game design, the "levels" feel more like courses, with every element designed to test one's skill in a uniquely scripted feel. But that only applies, for the most part, to linear platformers, as more non-linearity tends to bring these kinds of answers closer to the realms of FPS' and action-adventure games. An observation worth noting.
 
Not sure if I'd pick the game as having the best level design overall(though it'd definitely be up there), but Life of the Party from Thief II is probably the best level ever created.

Also big ups to DooM I and II, Quake, Hitman: Blood Money and Deus Ex.
 
Metroid prime was alright, but had a lot of long useless corridors.

I second the vote for Mario Galaxy 2.

Portal 1/2 have some brilliant levels.

And Zelda games in general usually have some standout levels (Though not usually the entire game. Ie. Desert from SS, Wind temple from WW, Stone tower/Water temple/Snow temple/forest temple from MM).

Name 5. And given your answer I'll determine what your definition of "useless" is.
 
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