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Re: Level Design Tips

Posted: Sat Feb 20, 2016 9:32 pm
by Alagirez
ShadowStarX wrote: 145 Don't take jokes way too seriously.
best tip ever/10
148. Pls don't put jumping koopa troopas/goombas/??? in the cramped areas. kthx.

Re: Level Design Tips

Posted: Wed Mar 02, 2016 7:16 am
by Squishy Rex
Here's good tip for those who might be running low on that magical substance called "inspiration". If you're having trouble coming up with level designs in the editor, then try this, it might just be the answer for you. Grab a pencil and a bit if paper and roughly draw up different designs on paper. Now you don't have to be good at drawing, nor does it need to look fancy, just a basic sketch that forms a layout can often-times be enough to spark some creativity. I do this all the time when I have basically no new ideas to try. If you're worried about confusing things with others later on down the track, you can instead of drawing turtles and mushrooms, simply use a letter or symbol to show where they should appear in the level. For instance, a castle level I drew a layout for last week used Dry Bones, Hammer Bros and Koopas/Para-Troopas, each were marked using the first letters of their names (DB, HB, and KT/PT). If there's moving objects, just use arrows to indicate where those objects are going to go. PLUS, if you want any thoughts on the level's design before you build it in the editor, just upload a scan on the drawn layout so others can take a look at the basics and give you any advice you seek.

Re: Level Design Tips

Posted: Wed Mar 02, 2016 8:27 am
by MECHDRAGON777
Squishy Rex wrote:Here's good tip for those who might be running low on that magical substance called "inspiration". If you're having trouble coming up with level designs in the editor, then try this, it might just be the answer for you. Grab a pencil and a bit if paper and roughly draw up different designs on paper. Now you don't have to be good at drawing, nor does it need to look fancy, just a basic sketch that forms a layout can often-times be enough to spark some creativity. I do this all the time when I have basically no new ideas to try. If you're worried about confusing things with others later on down the track, you can instead of drawing turtles and mushrooms, simply use a letter or symbol to show where they should appear in the level. For instance, a castle level I drew a layout for last week used Dry Bones, Hammer Bros and Koopas/Para-Troopas, each were marked using the first letters of their names (DB, HB, and KT/PT). If there's moving objects, just use arrows to indicate where those objects are going to go. PLUS, if you want any thoughts on the level's design before you build it in the editor, just upload a scan on the drawn layout so others can take a look at the basics and give you any advice you seek.
This is what I do, except I do not scan them or post them here.

Re: Level Design Tips

Posted: Sun Mar 13, 2016 3:06 pm
by Twilishy27
MECHDRAGON777 wrote: Does the level in my sogniture meet that requirement?
Well, yeah, I think so.

Re: Level Design Tips

Posted: Sun Mar 20, 2016 2:02 pm
by HeroLinik
This one has probably been said before, but...

Test, test, test your level to death when you're creating it. Test it to breaking point, even to the point in which normal players would never think about doing them. That way, you can prevent people from trying to sequence break through levels by means of glitching through ceilings or flying over the whole level for example.

Re: Level Design Tips

Posted: Sun Apr 10, 2016 12:35 pm
by HVMetal
Somehow, I've readen all your tips but nobody mentioned autoscroll levels, so HERE I COME:

Tip 149. If Redigit gave you layers and events, use them. And not only in castle levels, because you can use them properly in:
Tip 150. Autoscroll levels! Moving layers can be awesome in these types of levels. Independent from the levels style, desert, snow, forest or darkland, they can make the player feel that they are actually playing a level and not because "Oh, well...Lets finish it fast and lets move on to the next level." These levels should be dynamic. Spinning platforms, moving pipes, moving ground, anything. But there is something else and it is:
Tip 151. Music choice. Not every music fits perfectly to these levels so they must be chosen wisely. Time the layers to the music and you end up with something like... Geometry Dash.
Tip 152. Have you ever played New Super Mario Forever? And if you did then have you seen the fast airship level in World 7? And if you did then did you see that there are 2 switches which must be deactivated fast to be able to progress? If you did then avoid this from happening in SMBX.

Re: Level Design Tips

Posted: Sun Apr 10, 2016 1:35 pm
by aa
Tip 153. Don't put an enemy wright next to a checkpoint, the player doesn't have time to react.

Re: Level Design Tips

Posted: Sun Apr 10, 2016 1:42 pm
by HeroLinik
williamcboyle wrote:Tip 153. Don't put an enemy wright next to a checkpoint, the player doesn't have time to react.
Tip 154: And for that matter, don't try to screw the player right over by having an enemy placed right close to where they start.

Re: Level Design Tips

Posted: Sun Apr 10, 2016 2:06 pm
by Mable
Only mario makers do that... or people that want to be a dick

Re: Level Design Tips

Posted: Thu Apr 28, 2016 7:46 pm
by TurtleJosh52
155. Don't you dare make any traps with invisible blocks.

Re: Level Design Tips

Posted: Wed Jun 08, 2016 7:12 am
by HeroLinik
156. When putting background objects in the level, make sure their placement looks naturalistic to the level design. For example, don't put several bushes in a row, one block away from each other, because you don't normally get that, and it'll look more out-of-place than if there were no background objects at all. Try putting them at varying heights and irregular intervals to have some variety.

Re: Level Design Tips

Posted: Wed Jun 08, 2016 7:15 am
by PixelPest
157. Broken graphics in your level not being made you do not justify their brokenness

Re: Level Design Tips

Posted: Wed Jun 08, 2016 8:10 am
by Ness-Wednesday
158. Make sure moving layers via events have at least 3-5 seconds to stay in their place, also remember to make sure they go along correctly and the events are all in sync.
159. If you don't know how long the level is, don't set a timer because something can happen that would make it off sequence (especially lag), use the SMBX time trialing lua code and make sure your end's death triggers and event that will stop the timer.

Re: Level Design Tips

Posted: Wed Jun 08, 2016 9:04 am
by aero
160. If the level is fun, disregard all previous and following tips.

Re: Level Design Tips

Posted: Wed Jun 08, 2016 6:39 pm
by TLtimelord
161.You don't need to make a completely new gimmick or even a gimmick at all in order to make your level enjoyable.

Re: Level Design Tips

Posted: Wed Jun 08, 2016 10:01 pm
by Radiance
162. Don't make invisible hurts. It is so cruel. The player will die if they hit them carelessly.
163. Don't let the player do blind jumps (jumping without knowing where they will land).
164. It is better (I think) to use switch blocks to block the secret exit not the main exit.

Re: Level Design Tips

Posted: Thu Jun 09, 2016 12:46 am
by Emral
AeroMatter wrote:160. If the level is fun, disregard all previous and following tips.
160.2 And if it's not, think of ways to make it fun or fix what makes it not fun. "Filler" and "generic" levels for episodes are a bad excuse for laziness.

Re: Level Design Tips

Posted: Thu Jun 09, 2016 11:07 am
by Mable
Ness-Wednesday wrote:make sure your end's death triggers and event that will stop the timer.
Why would you do this if you can just use lunalua?
Afraid of the Heights wrote: 164. It is better (I think) to use switch blocks to block the secret exit not the main exit.
Switch searching isn't really liked tho

Re: Level Design Tips

Posted: Mon Jun 13, 2016 9:21 pm
by loop
165: NO TROLL ELEMENTS

Re: Level Design Tips

Posted: Mon Jun 13, 2016 9:33 pm
by Radiance
165: NO TROLL ELEMENTS
I therefore agree, unless you want to make an unfair level. :lol: