We have had a ton of good posts already so I decided to dig a little deeper and pull out a fantastic map (probably my favorite) from Wolfenstein Enemy Territory, the Fuel Dump. A massive map split into two sections. First, there is the crossing of the river with the option to build two bridges, one for the infantry and one for the objective tank. Then the second part of the map is an assault on an armored fuel dump (in the picture). There are many ways to play this map and it is very big with every kind of combat environment for every weapon.
Is that considered a level? Too big and stuff. If is, I also agree. Still confused thouThis.
Also, one of the scariest levels ever made.
The Spencer Mansion from the Resident Evil remake.
Pitioss Ruins from FFXV. The level design of this dungeon is insane. Sad that most players won't even know that it exists.
Surprised no one has mentioned Resident Evil 4 yet. The whole game has great level design. I think the castle parts are some of the best.
I think you may in the minority.
I agree with you there besides the weapon seller (I love the stranger). RE4 was a different game and I completely understand people who love the earlier games no liking it. It is more action than horror and just different.Yeah maybe. To me what made old silent Hill and Resident Evil games scary was that you felt under equipped and under constant threat. RE4 was an action game and you basically were mowing down enemies. The weapon seller was also probably the cheesiest and most out of place character in history.
I've been thinking about this since posting about the Dishonored level,clockwork mansion...and realise it's actually quite hard to come up with many recent examples....because everything is open world!
.....but another I'll mention is yet another from Arkane in Prey...although picking one level from that is hard as the entire space station felt like a masterful piece of level design in itself,and being able to exit and re-enter the station at various points was also very cool.It gave the whole place a very real feel,that it was an actual space station and not just a series of levels.
Yea,not everything....it's harder to find good examples these days though.Not everything is open world. Two of the biggest games from last gen TLOU2 and God of War were still broken into sections. TLOU2 especially you could tell a lot of effort and thought went into making all of the areas dynamic to explore and fight in even if they were more open than games of the past. Compared to the first game in the series the open level design really enhanced the experience because you were forced to think about your routes.
It’s a toss-up between Phendrana and the Phazon Mines for best area. I’d lean towards Phendrana ‘cause the atmosphere is pure magic, there’s so many different parts to the area that all make sense, and it’s connected to basically everything else. Phazon Mines are incredible, but the forced no-save part to get the Power Bomb on your first visit is a bit of a design slip to me in the grand scheme of things.Metroid Prime. All of Tallon IV.
That was so awesome. I had a really good time with that game, it was magical.It’s a toss-up between Phendrana and the Phazon Mines for best area. I’d lean towards Phendrana ‘cause the atmosphere is pure magic, there’s so many different parts to the area that all make sense, and it’s connected to basically everything else. Phazon Mines are incredible, but the forced no-save part to get the Power Bomb on your first visit is a bit of a design slip to me in the grand scheme of things.