Level Design Tips

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Re: Level Design Tips

Postby Enjl » Wed Mar 01, 2017 11:09 am

NintendoOtaku93 wrote:
RudeGuy07 wrote:
NintendoOtaku93 wrote:Well, it's useful if you're making a custom level that's faithful to either Sega Genesis graphics or Turbo-Grafx16 graphics...

who cares, this is smbx.

Well I'm the only guy in the community who going to make custom levels that are faithful to other 16-bit consoles' graphic styles. I'm the most retro-junkie person in the whole community! :|
And I wouldn't mind if someone makes SMBX custom GFXs with either of the 2 16-bit color palette, just for the Graphics forums. :P

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Either way, being faithful to a graphic style has nothing to do with level design.
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Re: Level Design Tips

Postby Mosaic » Wed Mar 22, 2017 10:50 pm

195. you don't ABSOLUTELY need to have slopes in a level for it to be good, but it does make the level more varied.
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Re: Level Design Tips

Postby Electriking » Sun Mar 26, 2017 5:24 am

196: Don't do this in levels:
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If players fall down, they will be pissed off by the fact that they have to replay a now bland and empty area, because everything in there was collected/defeated. If you do this, then you should use events that resize and reposition the section so players will die falling instead of having to go through empty areas.
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Re: Level Design Tips

Postby Alucard648 » Sun Mar 26, 2017 12:20 pm

King of Eterity wrote:196: Don't do this in levels:
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If players fall down, they will be pissed off by the fact that they have to replay a now bland and empty area, because everything in there was collected/defeated. If you do this, then you should use events that resize and reposition the section so players will die falling instead of having to go through empty areas.

At least, it`s better that losing one of sometimes invaluable lives and having to restart the whole level from scratch.

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Re: Level Design Tips

Postby Enjl » Sun Mar 26, 2017 12:37 pm

Alucard648 wrote:At least, it`s better that losing one of sometimes invaluable lives and having to restart the whole level from scratch.

>implying the concept of lives in videogames in general is worth anything
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Re: Level Design Tips

Postby Spinda » Sun Mar 26, 2017 1:50 pm

MosaicMario wrote:195. you don't ABSOLUTELY need to have slopes in a level for it to be good, but it does make the level more varied.


It mostly depends on the theme of your level really. Something like a plains level would feel weird if it was only 90° angles but a castle or something like that shouldn't really use them that often.

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Re: Level Design Tips

Postby DarkMatt » Sun Apr 02, 2017 6:39 pm

Drafts are more valuable than perfection.

Prep your graphics if you want and just get to drawing your level. Make a playable level, about the length you want it to be, and then make it completable. Forgo all means of NPCs or challenges and just make a level to platform through. Congratulations. You just made your first draft. Now go back and add detail to it.

What you're doing is laying out framework for your level, and putting down a general idea of how your level will play. With the draft technically done, you now have a written down idea you are now adding complexity to. This is, most of the time, the most optimal way to create a fleshed out level: in layers.

Furthermore, as you're drafting your level multiple times, you will be looking it over out of impulse. You'll get a chance to think over what your current draft is doing and change it without having to completely remake the level. With that said, it is best to start with the basics for your first draft, then add in a basic idea of enemies, then tweak and rework the obstacles, and then finalize your level. It takes a lot less time and guesswork if you do not try to do all of those steps at once while making your level.

You can draft however you like: there's no perfect way to build your level. However, drafting your level is a very efficient way to lay it down and refine its details.
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Re: Level Design Tips

Postby Enjl » Mon Apr 03, 2017 2:22 am

Good advice for making boring romps.
Good levels incorporate enemy placement into the level's structure. Levels are a composition, not a heap of independent layers.
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SnoruntPyro: if you don't like kirby you have no life
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Pichu: "And Jesus said unto his apostles, 'ew so much clash 0/10'."
MNIE52: ohoho master king sitting in his golden chair! Dude, you think you're president? i will not leave, if i want - i'll leave.
MNIE52: i will not kill you, why you so rude. are you have nothing to do, boy?
Sanct: oh my god i made the perfect amount of stairs i am jesus christ.

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Re: Level Design Tips

Postby PixelPest » Mon Apr 03, 2017 6:50 am

I agree with Enjl. All aspects of a level need to interact together to provide the best experience and building them layer by layer does not usually provide it
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Re: Level Design Tips

Postby arcade999 » Mon Apr 03, 2017 2:48 pm

Don't put a boss on your very first level, I don't think I needs to explain why.
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Re: Level Design Tips

Postby Eri7 » Mon Apr 03, 2017 3:19 pm

Be sure your level doesn't look bland , add more things in your tilesets or bgos , if you are doing an episode be sure that almost every level the player sees something new and don't overuse interesting things because they will not be interesting anymore.Add more details in your level and make it fun so everyone can enjoy it.
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Re: Level Design Tips

Postby litchh » Mon Apr 03, 2017 3:26 pm

arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

What if someone wants to create episode with boss in every level?

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Re: Level Design Tips

Postby Cedur » Mon Apr 03, 2017 3:28 pm

arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

This needs a lot of explanation.
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Re: Level Design Tips

Postby Ace » Mon Apr 03, 2017 3:28 pm

arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

Advice like this isn't helpful, and only serves to mislead the people viewing this topic.
Bosses on the first level can work, as can many things you wouldn't normally expect.
https://www.youtube.com/watch?v=ePzh4VcwU44
https://www.youtube.com/watch?v=3bzh63RsOnQ
https://www.youtube.com/watch?v=mDUIGvpDolw

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Re: Level Design Tips

Postby Electriking » Mon Apr 03, 2017 4:39 pm

arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

Implying he never played SMB2
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Re: Level Design Tips

Postby Inspirited » Mon Apr 03, 2017 5:44 pm

People should probably disregard everything here besides the OP. Right? Sorry i dont wanna be rude guy.
I don't make episodes.

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Re: Level Design Tips

Postby arcade999 » Mon Apr 03, 2017 6:46 pm

Supershroom wrote:
arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

This needs a lot of explanation.

Ace wrote:
arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

Advice like this isn't helpful, and only serves to mislead the people viewing this topic.
Bosses on the first level can work, as can many things you wouldn't normally expect.
https://www.youtube.com/watch?v=ePzh4VcwU44
https://www.youtube.com/watch?v=3bzh63RsOnQ
https://www.youtube.com/watch?v=mDUIGvpDolw

litchh wrote:
arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

What if someone wants to create episode with boss in every level?

King of Eterity wrote:
arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

Implying he never played SMB2



Wait, why is everyone sudddently aigainest me?
Ok, Ok, I know why, but before everyones assassinate me, let me explain: I mean, episodes like smw, smb3, or other normal mario games (not counting rpg ones or smb2, since birdo is relatively easy, and it wasn't even a mario game to beggin with) in level 1-1 grassland thing doesn't have a boss on them, I means, thoses level are supposed to be EASY and to get GRADUALLY difficults, and just like blind jumps, bosses are too hards for very first levels, except if it's your the main goal of the episodes.
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Re: Level Design Tips

Postby Inspirited » Mon Apr 03, 2017 6:48 pm

arcade999 wrote:
Supershroom wrote:
arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.

This needs a lot of explanation.

Wait, why is everyone get aigainest me?


Its just because a boss in the first level CAN work. Maybe if it's an easy boss or something. :)
I don't make episodes.

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Re: Level Design Tips

Postby arcade999 » Mon Apr 03, 2017 6:59 pm

Inspirited wrote:
arcade999 wrote:
Supershroom wrote:This needs a lot of explanation.

Wait, why is everyone get aigainest me?


Its just because a boss in the first level CAN work. Maybe if it's an easy boss or something. :)

I beleve it can work if it's well done. :)
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StickGuyGamez wrote:BRING ME BACK TO PENIS

Super Nick Bros X wrote:bruh

RTisBack wrote:Jesus christ isn't a lord/god you piece of human with no brain, and i mean that allah is the only one god.

Pop Yoshi Bros wrote:
arcade999 wrote:do using ms paint make me a bad human being?


No. It makes you a great veteran and someone who deserves respect...

unless you use Windows 7 paint

Noodle wrote:Danny is a crapposter. (I was in school when I typed this)

Snessy the duck wrote:
Electriking wrote:What the fuck is going on with this topic?

I have no idea. This guy honestly seems like a bot.

ivanmegafanboy wrote:Obviously the trees would be huge, is Woodman's territory! >:]

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Re: Level Design Tips

Postby HackPlayer7 » Mon Apr 03, 2017 7:41 pm

arcade999 wrote:Wait, why is everyone sudddently aigainest me?

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That's where you're kinda wrong. This is a topic to post level design tips and help people improve not to influence people over a personal opinion, that's kinda like saying ''Don't make SMB2 levels because they are weird''
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