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Re: Level Design Tips
Posted: Tue Dec 29, 2015 10:00 pm
by PixelPest
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".
Re: Level Design Tips
Posted: Wed Dec 30, 2015 10:25 pm
by PersonNamedUser
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.
Re: Level Design Tips
Posted: Thu Dec 31, 2015 10:20 am
by Emral
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.
Re: Level Design Tips
Posted: Thu Dec 31, 2015 12:23 pm
by PersonNamedUser
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.
Re: Level Design Tips
Posted: Thu Feb 11, 2016 11:37 am
by Twilishy27
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?
Re: Level Design Tips
Posted: Thu Feb 11, 2016 12:15 pm
by Twilishy27
142. If you're making a Kaizo level remember that it needs to be EXTREMELY hard, but still beatable.
Re: Level Design Tips
Posted: Thu Feb 11, 2016 12:20 pm
by PixelPest
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"?
Re: Level Design Tips
Posted: Sat Feb 13, 2016 4:52 am
by Twilishy27
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.
Re: Level Design Tips
Posted: Sun Feb 14, 2016 3:10 am
by MECHDRAGON777
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?
Re: Level Design Tips
Posted: Sun Feb 14, 2016 4:10 am
by Cedrik
143. Only use Kirby music, if you sure, it works in your level.
Re: Level Design Tips
Posted: Sun Feb 14, 2016 4:57 am
by Mable
Uh... that doesn't only go to kirby music.. it goes to music in general.
Re: Level Design Tips
Posted: Sun Feb 14, 2016 4:57 am
by Erik
Cedrik wrote:143. Only use Kirby music, if you sure, it works in your level.
That makes no sense lol
Re: Level Design Tips
Posted: Sun Feb 14, 2016 4:58 am
by Witchking666
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.
Re: Level Design Tips
Posted: Sun Feb 14, 2016 7:12 pm
by Alagirez
witchking666 wrote:
144 Always make up useless rules to be able to get your post counter up.
:/
This is not a tips!
Re: Level Design Tips
Posted: Mon Feb 15, 2016 12:39 pm
by ShadowStarX
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.
Re: Level Design Tips
Posted: Tue Feb 16, 2016 12:53 am
by MECHDRAGON777
CXLIV: Do not make sections of a level to convoluted. If it is to cramped, it is not as fun.
Re: Level Design Tips
Posted: Tue Feb 16, 2016 6:41 am
by Circle Guy
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
Re: Level Design Tips
Posted: Tue Feb 16, 2016 6:43 am
by PixelPest
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.
Re: Level Design Tips
Posted: Sat Feb 20, 2016 3:42 pm
by MECHDRAGON777
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.
Re: Level Design Tips
Posted: Sat Feb 20, 2016 9:14 pm
by Ness-Wednesday
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.