Smbx level design skills (Read please.)

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Emral
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Re: Smbx level design skills

Postby Emral » Wed Jul 09, 2014 3:38 am

When you get stuck, try a mindmap with gimmicks or sketch of a section or the level.
And of course LPers only pick designed levels. That's the only kind of level which exists to my knowledge and nothing to freak out about.

reghrhre
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Re: Smbx level design skills

Postby reghrhre » Wed Jul 09, 2014 4:35 am

I usually come up with ideas or gimmicks before I make my levels, that helps me out A LOT. But sometimes I can't completely base my level off of those gimmicks or NPCs and such so that's when I'll get stuck. But I'm mostly able to complete my levels with no problems.

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Re: Smbx level design skills

Postby crusher169 » Wed Jul 09, 2014 6:41 am

what I sometimes do to help give me ideas is I cut up paper and write ideas on the paper then draw it out of something or I use an online randomized picker so I get ideas for me. its given me great ideas and with a big variety that I made I got some unusual results and some overall great ones :D

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Re: Smbx level design skills (Read please.)

Postby Thetoxicminecrafter1 » Wed Jul 09, 2014 12:02 pm

Sometimes even if I have a good gimmick or a good idea for sections for the level I'll get done with a portion then be confused as to what I want to do next, but when I come back to it I can sometimes keep going and getting new ideas. I am a trial and error type of designer, if I get stuck and think the level as it is isn't giving me any inspiration and it doesn't seem too great, I just restart the level and try again. That often helps me a lot and makes me think of what parts of my level I can add and what is good and what needs fixed.

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Re: Smbx level design skills (Read please.)

Postby Raster » Wed Jul 09, 2014 12:27 pm

Watch YT videos of other Mario games or play SMW hacks. They're a great inspiration to me. Once you have an idea for your level, start by designing the graphics. Try to find unique mechanics that players will find enjoyable but don't overdo it as it may be monotonous. Try to follow basic level design conventions and refer to the level design tips topic in case you find yourself unable to design a good level.

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Re: Smbx level design skills

Postby Julia Pseudo » Wed Jul 09, 2014 10:29 pm

Emral wrote:sketch of a section or the level.
THIS THIS THIS. The best levels I've made all came from sketches. It's surprisingly useful.

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Re: Smbx level design skills

Postby RudeGuy » Thu Jul 10, 2014 6:58 am

Pseudo-dino wrote:
Emral wrote:sketch of a section or the level.
THIS THIS THIS. The best levels I've made all came from sketches. It's surprisingly useful.
I agree. It also take you out from the lazyness.

To make a level, I often watch maps of the levels in the Mario games in SMBX (SMB3, SMW, etc.)

Kyo
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Re: Smbx level design skills (Read please.)

Postby Kyo » Thu Jul 10, 2014 1:23 pm

Usually when I'm going to school by bus or in school breaks, I use a note app on my mobile called "Notes" (fuck this incredible creativity) and note down how the level looks like, but extremely vaguely. The details pop into my mind while I'm designing. Even if it's vague, it's extremely helpful since I'm far more organized like this. Here is an instance:

Level Name
GFX (Tileset/BG/Misc if necessary)
SFX
Special Gimmick A; ...
Special Gimmick B: ...
etc. (if necessary)

Level structure:
S1-Linear, length in percentage, important bonus area (star/1-up/special power-up), special gimmick A, misc (if necessary)
S2-Secret from S1, reward (star/1-up/special power-up), special gimmick B, misc as in how to get to this section (if necessary)
S3-Unlinear, length in percentage, midway, important bonus area (star/1-up/special power-up), special gimmick C, misc (if necessary)
S4-Secret from S3, reward (star/1-up/special power-up), special gimmick A, misc as in how to get to this section (if necessary)
S5-Goal, important bonus area (star/1-up/special power-up), misc (if necessary)


So basically, first I note down the level name and below GFX/SFX and specify more precisely if necessary. Then, if the level has one or more special gimmick, I note them down and mark them with letters and define them as well, Then the most important part, the level structure. I note down whether it's going to be linear or not, how long it is in percentage, whether there is an important bonus area or not and what the reward is, what special gimmick from the defined above ones it uses, and misc if there is anything special that I consider as important to remember, like, if it uses a different tileset or scheme and defined above. Bonus areas and the goal section aren't specified as linear or unlinear, as they are usually linear. But if that's not the case, I'm specifying that in misc. The length also isn't specified as goal sections are always short and bonus areas are bonus areas.

This is how I usually plan my levels. I am never stuck and go out of ideas usually.

Darkonius Mavakar
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Re: Smbx level design skills (Read please.)

Postby Darkonius Mavakar » Thu Jul 10, 2014 1:24 pm

i watch Megaman LPs or Super princess peach LPs.


might be odd but they inspire me lol!


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