Why are water levels so uncommon?

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HeroLinik
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Why are water levels so uncommon?

Postby HeroLinik » Thu Jul 02, 2015 3:54 pm

I've leafed through a lot of levels, and like only 10%, if not less, are water levels. Don't get me wrong, I kinda like making water levels as a change to the standard platforming of the overworld/underground/whatever you name it. The player has a lot of freedom as they can go all over the section, albeit slower speed, and by using this you can actually make some nice gimmicks like underwater mazes and even using standard bosses underwater can change their motives completely because the player has to rethink their strategy because of their slowed speed underwater. But it seems like the standard platforming levels dominate over the underwater levels.

I got the inspiration for this topic by reading kain9th's other topic about the best water levels, and it was mentioned there was only one water level in LFFTMK, and it was really good. Why are water levels really uncommon?

ShadowStarX
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Re: Why are water levels so uncommon?

Postby ShadowStarX » Thu Jul 02, 2015 4:01 pm

I think it comes from the hate of Nintendo water levels, not from the smbx ones. Also, designers are afraid of the fact they make water levels a lowpoint. But not entirely water levels (so there are underwater and beach-like parts but the level doesn't force you to swim through the whole level) aren't that rare.

Emral
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Re: Why are water levels so uncommon?

Postby Emral » Thu Jul 02, 2015 5:19 pm

castlewars wrote:can go all over the section, albeit slower speed
castlewars wrote:underwater mazes
It's confirmed, castlewars wants to torture players!

Darkonius Mavakar
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Re: Why are water levels so uncommon?

Postby Darkonius Mavakar » Thu Jul 02, 2015 5:43 pm

Enjl wrote:
castlewars wrote:can go all over the section, albeit slower speed
castlewars wrote:underwater mazes
It's confirmed, castlewars wants to torture players!


As if castlewars asking pointless shit wasn't a torture already.

Mable
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Re: Why are water levels so uncommon?

Postby Mable » Thu Jul 02, 2015 5:51 pm

Inb this thread dies in a few days or weeks like the rest you already made.

Water levels are quite boring imo. The slow speed sucks it up and they don't offer much stuff tbh.

Imaynotbehere4long
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Re: Why are water levels so uncommon?

Postby Imaynotbehere4long » Thu Jul 02, 2015 9:47 pm

castlewars wrote:even using standard bosses underwater can change their motives completely because the player has to rethink their strategy because of their slowed speed underwater.
No, that just makes the bosses easier and more boring. I speak from experience.

Superiorstar
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Re: Why are water levels so uncommon?

Postby Superiorstar » Thu Jul 02, 2015 10:27 pm

I'm confirming Castlewars as a SMBX rights activist, at this point it's getting degrading.
Also water level are bad because of the slow speed, that is all you need to hear.

Streetzero
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Re: Why are water levels so uncommon?

Postby Streetzero » Fri Jul 03, 2015 7:51 am

I don't think anyone in the total sum history of the universe has liked any water level that isn't Hydrocity Zone

RudeGuy
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Re: Why are water levels so uncommon?

Postby RudeGuy » Fri Jul 03, 2015 9:27 am

The slow speed and freedom for the player in reality just makes the level difficult to make.
Also you could've get the answer by yourself.

Zeldamaster12
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Re: Why are water levels so uncommon?

Postby Zeldamaster12 » Sat Jul 04, 2015 5:24 am

I think this thread has a valid subject, so let's not be so harsh on him.

Anyways, I just find water levels to not be as fun. You're slower, and sometimes the challenges/the level doesn't feel as exciting. Don't get me wrong, water levels can be awesome if you know what you're doing, but land levels are more my cup of tea.

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Re: Why are water levels so uncommon?

Postby Squishy Rex » Sat Jul 04, 2015 6:47 am

One thing I don't see much of in water levels is NPC variety. True, many mainstream "official" Mario games usually incorporate Cheep Cheeps as the main hazard, but there aren't many different NPCs seen underwater in the same level, unlike most overworld levels. Level design can be much more unrestricted in underwater themes, however, it is generally the NPC variety and placement which makes them a true test (Of course including the odd environmental hazard like Jet Streams and whirlpools). Because SMBX lacks the underwater variety of enemies, levels with said theme can become very repetitive, very quickly.


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