
Originally Posted by
searanox
Half-Life 2's level design is mostly excellent. In some ways, Valve designs their levels for gameplay rather than for realism (many buildings don't really make that much sense from a function perspective, or architecturally), but there's a lot of very subtle things in there, similar to BioShock actually. In Half-Life 2, recurring visual cues are used to show progress through the game world and storyline, including light (the game takes place over three days, more or less, and the sun rises and sets to indicate this; the creepiest and most atmospheric parts of the game take place at night, and it ends at sunset), trains and rail systems (they all lead to Nova Prospekt, the culmination of the second act of the story), and, most importantly, the Citadel, which looms in the distance for most of the game; right from the beginning, it's clear that it's your ultimate goal, and it gets bigger and bigger as you get closer, until you're inside it.
Both games also do some very good things with lighting and colour, especially BioShock; a lot of the ideas were taken from theatre stage direction, and spotlights, coloured lighting, etc. are all used to influence mood, highlight objects and important areas for the player to explore, etc. Just look at Arcadia: it's bright green, brown, purple, earthy and natural at first, but when the place is pumped full of toxic gas, the entire place becomes a disgusting mustard yellow, with only the red glowing fires lit by the Saturnine to contrast. I remember how relieved I felt after I loosed the Lazarus Vector and brought nature back; you can bet that a lot of thought went into creating that emotional attachment to the game environment, placing it under attack, and then restoring the bond.
Of course, those things are all aesthetic. Half-Life 2, despite being quite a linear game, makes your progress through the environment feel natural, with a huge variety in visuals while still remaining consistent and maintaining a sense of progress. You are led down one path, and while there is variation in the form of alternate routes and side-areas to explore (Highway 17 is a great example of this), it's impossible to get lost or find yourself unable to progress.
See, now I'm curious why you claim that the original Doom has such great level design. Frankly, I think that just about every single environment in Doom looks almost exactly the same, the architecture is nonsensical at best (isn't there a pentagram-shaped level? Yeah, awesome design work there), and the gameplay consists of wandering around aimlessly while pressing the use key and shooting the walls every few seconds in hopes of opening a secret (and necessary) door. I mean, if you can provide me with better examples, then by all means give me them, but Doom is dated in more than just its visuals. Although I'm not as familiar with Doom 2 and Blood, I found those games to be equally nonsensical, and most of the time you simply run around with no indication of where to go or what to do (not to mention any motivation for doing it) and hope that you eventually find the end. Duke Nukem does have a trace of narrative holding it together, and at least it puts the player in somewhat realistic environments, but I still can't say that it's excellent.