General discussion about Super Mario Bros. X.
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Radishl
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Postby Radishl » Sat Jul 05, 2014 11:38 am
I'm not that experience with linear levels ( mostly cuz I think you guys don't like em ) but I'm making my first level that I'm going to release to you guys. No custom graphics used for the sake of experimentation. But it's a short one. Should prob take 2 minutes for experienced players and 4 minutes for newbies. It's focused on smb1 style and a couple of other neat tricks. Like traps, events and keys ect ect. Aswell as ncps and triggers ect ect. It's taken 6 hours of work time , mostly me just lagging lol. Yea it's Preety rushed but back to the point.
What are you guys thoughts on linear levels, aka the o'l Nintendo levels.
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bossedit8
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Postby bossedit8 » Sat Jul 05, 2014 11:43 am
Linear Levels are good enough to handle a regular Level style. For me, I did made a lot of Levels that has a lot of linerarities and there was nothing wrong while doing so.
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Radishl
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Postby Radishl » Sat Jul 05, 2014 11:45 am
bossedit8 wrote:Linear Levels are good enough to handle a regular Level style. For me, I did made a lot of Levels that has a lot of linerarities and there was nothing wrong while doing so.
Will you play my level when it's done?
<3
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bossedit8
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Postby bossedit8 » Sat Jul 05, 2014 11:48 am
Radishl wrote:Will you play my level when it's done?
Yes, well if I have enough time to do something like that.
Linear Levels aren't bad though. They should not be unlinear all the time in my opinion.
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Magna
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Postby Magna » Sat Jul 05, 2014 11:52 am
I like linear levels more for sure. I've made non-linear levels before but always end up confusing and taking up too much space.
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Emral
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Postby Emral » Sat Jul 05, 2014 11:55 am
Blue Greed wrote:I've made non-linear levels before but always end up confusing and taking up too much space.
Oh man but I like getting lost in my own levels while designing
Back on topic:
Got really nothing against linear levels. I think a level's quality doesn't depend on whether it's linear or not.
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Mable
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Postby Mable » Sat Jul 05, 2014 11:55 am
Linear levels are levels aswell. They just are linear and not slope styled. IMO people who say they shit are wrong. We all had to make linear ones when slopes weren't a thing. In those times now no one really does them anymore. My Project which is about Wario will make use of some linear levels since back in Wario Land there were no slopes and i want to keep this into it. I have some slope levels in the project aswell like the Special Levels.
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Radishl
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Postby Radishl » Sat Jul 05, 2014 11:58 am
GrätselBüchner wrote:Linear levels are levels aswell. They just are linear and not slope styled. IMO people who say they shit are wrong. We all had to make linear ones when slopes weren't a thing. In those times now no one really does them anymore. My Project which is about Wario will make use of some linear levels since back in Wario Land there were no slopes and i want to keep this into it. I have some slope levels in the project aswell like the Special Levels.
^.^ this made me feel much better, thanks!
I guess I don't have to worry wether it's linear or not, and focus on if it's crap or not , hehe.
I should probs base my project on linearality. I'll see.
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silent_
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Postby silent_ » Sat Jul 05, 2014 12:04 pm
Personally, I don't like linear levels, sorry. This is because I have never made a linear level in my life. I always add lots of slopes and ceiling. I don't intend to spend six hours making a short and flat level. Another reason why I'm not the biggest fan of linear levels is because I have never played SMB2, only got to world 2 on SMB3, only played a few levels on SMW, and only beat the first world on SMB1. In other words, I don't like old games. (This is totally an opinion - don't bash me, please.)
Linear levels just aren't my type. Don't think that when I say this, though, I won't play your level - believe it or not, I have played a lot of the levels in the level section but I only comment on one's level thread if I have something constructive to say.
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Radishl
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Postby Radishl » Sat Jul 05, 2014 12:08 pm
Kep wrote:Personally, I don't like linear levels, sorry. This is because I have never made a linear level in my life. I always add lots of slopes and ceiling. I don't intend to spend six hours making a short and flat level. Another reason why I'm not the biggest fan of linear levels is because I have never played SMB2, only got to world 2 on SMB3, only played a few levels on SMW, and only beat the first world on SMB1. In other words, I don't like old games. (This is totally an opinion - don't bash me, please.)
Linear levels just aren't my type. Don't think that when I say this, though, I won't play your level - believe it or not, I have played a lot of the levels in the level section but I only comment on one's level thread if I have something constructive to say.
Oh, alright. I can see how linearality doesn't appeal to some people. I'll have to construct my project so that it appeals to
all people.
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zlaker
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Postby zlaker » Sat Jul 05, 2014 12:09 pm
Honestly I've nothing against linear levels. It can be really fun playing them, but it does depend how it is really designed.
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Fuyu
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Postby Fuyu » Sat Jul 05, 2014 12:11 pm
You guys seem to be misinterpreting the meaning of linearity when it comes to levels. Sure, some of us refer to them as levels with no slopes, but the most common definition for a linear level, or at least the one I consider the most common, don't want to generalize it, are levels with no multiple paths for the player to explore.
Linear levels are usually good, if made correctly, same goes to non-linear levels. Basically, I think that the quality of the level depends on the experience and design of the level, and the fact that is linear or non-linear doesn't matter quite much to me. But if I had to simplify my thoughts on linear levels I'd say they are fun. It certainly reminds me of early mario games such as SMW and SMB.
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Radishl
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Postby Radishl » Sat Jul 05, 2014 12:15 pm
Natsu wrote:You guys seem to be misinterpreting the meaning of linearity when it comes to levels. Sure, some of us refer to them as levels with no slopes, but the most common definition for a linear level, or at least the one I consider the most common, don't want to generalize it, are levels with no multiple paths for the player to explore.
Linear levels are usually good, if made correctly, same goes to non-linear levels. Basically, I think that the quality of the level depends on the experience and design of the level, and the fact that is linear or non-linear doesn't matter quite much to me. But if I had to simplify my thoughts on linear levels I'd say they are fun. It certainly reminds me of early mario games such as SMW and SMB.
Yea, I'm also referring to that meaning too. Linear levels have no slopes, no hills. No other path but straight forward.
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MrPunchia
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Postby MrPunchia » Sat Jul 05, 2014 12:52 pm
I like linear levels. But what I like about the 2D Genesis Sonic games is that there are multiple optional pathways you can take. I like that a bit more in level design, but I also enjoy linear levels aswell.
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Radishl
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Postby Radishl » Sat Jul 05, 2014 1:02 pm
Lunasa wrote:I like linear levels. But what I like about the 2D Genesis Sonic games is that there are multiple optional pathways you can take. I like that a bit more in level design, but I also enjoy linear levels aswell.
Can you make levels, like that?
With gimmicks and neat stuff?
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MrPunchia
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Postby MrPunchia » Sat Jul 05, 2014 1:15 pm
Radishl wrote:Lunasa wrote:I like linear levels. But what I like about the 2D Genesis Sonic games is that there are multiple optional pathways you can take. I like that a bit more in level design, but I also enjoy linear levels aswell.
Can you make levels, like that?
With gimmicks and neat stuff?
Of course you can.
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MarioDaBest
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Postby MarioDaBest » Sat Jul 05, 2014 1:30 pm
i find nonlinear levels confusing, so i prefer linear levels.
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Septentrion Pleiades
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Postby Septentrion Pleiades » Sun Jul 06, 2014 12:58 am
Linear level are quite useful when making episodes. Episodes often feel like a uphill drudge if successive levels have so much going on.
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sleepy
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Postby sleepy » Sun Jul 06, 2014 1:16 am
someone show raster this thread
Linear levels are nice, but it depends on how they're designed, imo
I really have no preference on linear/non-linear, tbh
as long as it's fun, I'll like it.
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HeroLinik
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Postby HeroLinik » Mon Jul 07, 2014 7:24 am
OK, I just have to pull this message off - nonlinear levels are so overrated these times. Linear levels are more Mario-esque and tie in more with the classic Mario games than the nonlinear levels - when have you seen a nonlinear level in a classic Mario game? They're extremely rare, or if not, there are none. It's best to get some experience with the editor by making linear levels to start off with before transitioning to nonlinear around 1-3 in a project.
If I recall correctly, in Cool Hills in CC2 the concept was mocked completely and the word "LINEAR" is scribbled over the BG, as well as the word "CLASH".
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