Level Design Tips

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PixelPest
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Re: Level Design Tips

Postby PixelPest » Tue Dec 29, 2015 10:00 pm

bobogamer2500x wrote:AND FINALY, anyone got some good ideas for post-game world themes?
Please stay on-topic. This thread is for discussion on level design tips. If you wish to discuss post-game worlds, feel free to create a thread in "General".

PersonNamedUser
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Re: Level Design Tips

Postby PersonNamedUser » Wed Dec 30, 2015 10:25 pm

141. Make sure your levels get progressively harder and make sure the last level is longer than an average level. This will add to the build-up.
Last edited by PersonNamedUser on Thu Dec 31, 2015 12:23 pm, edited 1 time in total.

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Re: Level Design Tips

Postby Emral » Thu Dec 31, 2015 10:20 am

MosaicMario wrote:141. Make sure your levels get progressively harder and make sure the last level is longer than an average level. This will add to the build-up.
More like the bored-up amirite.

Seriously though I think you're kinda encouraging wrong difficulty curves. If the last level is ~2 minutes longer than the first level of an 80 level game, the 70th level should be too. Adding difficulty based on level length is NOT the way to go. And adding too much level length is even worse. You don't need to rely solely on the final level for buildup anyways. See: SM3DW.

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Re: Level Design Tips

Postby PersonNamedUser » Thu Dec 31, 2015 12:23 pm

Enjl wrote:
MosaicMario wrote:141. Make sure your levels get progressively harder and make sure the last level is longer than an average level. This will add to the build-up.
More like the bored-up amirite.

Seriously though I think you're kinda encouraging wrong difficulty curves. If the last level is ~2 minutes longer than the first level of an 80 level game, the 70th level should be too. Adding difficulty based on level length is NOT the way to go. And adding too much level length is even worse. You don't need to rely solely on the final level for buildup anyways. See: SM3DW.
Ok, forgot everything i said.

Twilishy27
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Re: Level Design Tips

Postby Twilishy27 » Thu Feb 11, 2016 11:37 am

Villager103 wrote: 3. Where to use slopes.
Caves:YES
Grassland:YES
Underwater:YES
Castle:NO
Toad House:NO
Desert:YES
Airship:NO
Well, actualy Enji has made slopes in his Shifting Floor Castle level and it wasn't bad. Anyway, what about factory levels?

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Re: Level Design Tips

Postby Twilishy27 » Thu Feb 11, 2016 12:15 pm

142. If you're making a Kaizo level remember that it needs to be EXTREMELY hard, but still beatable.

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Re: Level Design Tips

Postby PixelPest » Thu Feb 11, 2016 12:20 pm

Twilishy27 wrote:142. If you're making a Kaizo level remember that it needs to be EXTREMELY hard, but still beatable.
Isn't that the obvious definition of "Kaizo"?

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Re: Level Design Tips

Postby Twilishy27 » Sat Feb 13, 2016 4:52 am

PixelPest wrote:
Twilishy27 wrote:142. If you're making a Kaizo level remember that it needs to be EXTREMELY hard, but still beatable.
Isn't that the obvious definition of "Kaizo"?
Yeah, it's very obvious.

MECHDRAGON777
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Re: Level Design Tips

Postby MECHDRAGON777 » Sun Feb 14, 2016 3:10 am

Twilishy27 wrote:
PixelPest wrote:
Twilishy27 wrote:142. If you're making a Kaizo level remember that it needs to be EXTREMELY hard, but still beatable.
Isn't that the obvious definition of "Kaizo"?
Yeah, it's very obvious.
Does the level in my sogniture meet that requirement?

Cedrik
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Re: Level Design Tips

Postby Cedrik » Sun Feb 14, 2016 4:10 am

143. Only use Kirby music, if you sure, it works in your level.

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Re: Level Design Tips

Postby Mable » Sun Feb 14, 2016 4:57 am

Uh... that doesn't only go to kirby music.. it goes to music in general.

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Re: Level Design Tips

Postby Erik » Sun Feb 14, 2016 4:57 am

Cedrik wrote:143. Only use Kirby music, if you sure, it works in your level.
That makes no sense lol

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Re: Level Design Tips

Postby Witchking666 » Sun Feb 14, 2016 4:58 am

Cedrik wrote:143. Only use Kirby music, if you sure, it works in your level.
144 Always make up useless rules to be able to get your post counter up.

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Re: Level Design Tips

Postby Alagirez » Sun Feb 14, 2016 7:12 pm

witchking666 wrote: 144 Always make up useless rules to be able to get your post counter up.
:/
This is not a tips!

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Re: Level Design Tips

Postby ShadowStarX » Mon Feb 15, 2016 12:39 pm

Harvey36Dice wrote:
witchking666 wrote: 144 Always make up useless rules to be able to get your post counter up.
:/
This is not a tips!
145 Don't take jokes way too seriously.

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Re: Level Design Tips

Postby MECHDRAGON777 » Tue Feb 16, 2016 12:53 am

CXLIV: Do not make sections of a level to convoluted. If it is to cramped, it is not as fun.

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Re: Level Design Tips

Postby Circle Guy » Tue Feb 16, 2016 6:41 am

147. Don't rinka spam just to make a boss harder, it is only okay if you are playing as ultimate rinka. 147. Do not wrap the level if there are...
birdos
snifits
bullet bill launchers
And others like that
Last edited by Circle Guy on Tue Feb 16, 2016 6:50 am, edited 4 times in total.

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Re: Level Design Tips

Postby PixelPest » Tue Feb 16, 2016 6:43 am

Circle Guy wrote:147. Don't rinka spam just to make a boss harder, it is only okay if you are playing as ultimate rinka.
Please don't repeat tips made up before. Come up with new one. This one has been mentioned many times already.

MECHDRAGON777
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Re: Level Design Tips

Postby MECHDRAGON777 » Sat Feb 20, 2016 3:42 pm

PixelPest wrote:
Circle Guy wrote:147. Don't rinka spam just to make a boss harder, it is only okay if you are playing as ultimate rinka.
Please don't repeat tips made up before. Come up with new one. This one has been mentioned many times already.
Also, it should be tip 145, not 147.

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Re: Level Design Tips

Postby Ness-Wednesday » Sat Feb 20, 2016 9:14 pm

MECHDRAGON777 wrote:tip 145, not 147.
Tip 148 Tip 146. If colors from different games don't look good together, recolor the graphic to the level's main style, if it doesn't clash with colors (not style) then there shouldn't be a problem.
Tip 147. Be careful when using P-switches, you can't use them infinitely because they add more blocks and npcs into the level, so don't use them unless you know what you're doing.


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