Level Design Tips Thread
#1
Posted 12 June 2009 - 12:46 AM
I'll get us started...
“Floating platforms generally start with plenty of legroom for Sonic to jump onto them, with challenge appearing when it is time to jump off the platform onto another, typically higher, part of the level.”
Thats an example of the sort of format I would like, so please, start contributing!
#3
Posted 12 June 2009 - 02:30 AM
#4
Posted 12 June 2009 - 11:16 AM
(pointing to examples of Sonic Team's work doesn't count either - I could do that myself)
Edited by iojnekns, 12 June 2009 - 11:17 AM.
#5
Posted 12 June 2009 - 12:54 PM
#6
Posted 12 June 2009 - 01:10 PM
#7
Posted 12 June 2009 - 01:28 PM
That said, I'm merely stating the value of identifying the reliability and usefulness of the sources which might be presented here. Whilst everyone's opinions are valid and (I'm assuming) welcome here, its important to be critical - is this person qualified to give advice on level design? If I were to see an example of a person's work and find it to be (what I consider) poor, then I'm not going to be inclined to follow their advice, as it is likely to be actively detrimental to my development as a designer. Furthermore, I'm likely to give serious consideration to the advice of someone who has proven to be a competent level designer. I can think of a few members who I'd especially like to hear from in this thread, although I'm sure there are far more than the handful that I can think of off the top of my head. So basically, to put it simply, if you want people to take your advice seriously, make sure you have a strong body of work to prove that you can walk the walk. You don't HAVE to, but dont be offended if no-one listens.
#8
Posted 13 June 2009 - 04:49 PM
A competition
Then again, we might as well just cut out the middle man and all perform fellatio on me.
#9
Posted 13 June 2009 - 08:29 PM
Avoid making long runs since they can get very boring, very quickly. Make sure you design a level which has alternating paths so it adds to replace value and use objects to your advantage. Just make sure that you don't make the level too automated when using Springs but a nice path using springs would give the player a break half way through the level, like in the modern sonic games.
Edited by Ollie, 13 June 2009 - 08:30 PM.
#10
Posted 04 July 2009 - 09:35 PM
TIP #1
Although designing levels may be extremely fun for someone who's new to the process, they should take into consideration that people sometimes like a little nostalgia. While designing new, unique areas, it's not a bad idea to mix them in with things that people will remember from the Genesis classics.
TIP #2
Experimentation and repeated self-testing of a level may cause one to stumble upon a weird-but-cool or flat-out unique level element that is worth keeping in the final version. Sometimes cool results come from pure, half-blind experimentation.
#11
Posted 25 February 2010 - 10:01 PM
#12
Posted 26 July 2010 - 10:18 PM
Try to keep chunks neat, not choppy and not smacked together.
Also keep objects neatly placed.
Not doing this can result in shifty, poorly made level design.
Also try to use objects in a new way that is unique, and neat looking.
Tip 2:
Heck with it, make the level challenging as well, just look at edwardoknuckles,
his layouts kick ass. (Try not to copy his style though.)
Also try to incorporate that 'keep on your toes' feel Ollie wuz talking about.
#13
Posted 26 July 2010 - 10:41 PM
- A Dimps level designer.
Edited by SOTI, 26 July 2010 - 10:41 PM.
#14
Posted 27 July 2010 - 02:14 AM
XD That's awesome advice!Speed boosters are a great addition to levels. Add as many as you can in every level as possible.
- A Dimps level designer.
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