Views: 52,860,770
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 08-19-19 11:41 PM
Guest: Register | Login

0 users currently in SMW Hacking | 1 guest

Main - SMW Hacking - What makes a level? New thread | New reply


FirePhoenix0
Posted on 07-23-07 02:21 AM Link | Quote | ID: 56968


Bullet Bill
Level: 48

Posts: 363/505
EXP: 766411
Next: 57132

Since: 02-23-07

Last post: 3808 days
Last view: 3791 days
Lately I've been asking myself this as I worry that my game is too easy, too straightforward. So I'm wondering, what do you all think makes a good level? Is it enemy placement, difficulty, puzzles, fluidity, what? Maybe I can finally figure out how the better games are just that: better.

____________________

Ailure
Posted on 07-23-07 02:25 AM Link | Quote | ID: 56971

Hats
Steam Board2 group
Level: 116

Posts: 1186/3965
EXP: 16868004
Next: 456089

Since: 02-19-07
From: Sweden, Skåne

Last post: 1590 days
Last view: 341 days
A good level is lagom, seriously that probably was the biggest mistake I made in my little hack. I made the first level big as possible, bigger than it actually needed to be. When you have to use a custom time because the preset times are way too little, there's something wrong.

Challange is good, but frustration is not. Savestates should not be a requirement to beat the level.

Also, as a rule of thumb with levels... the levels themself are usually way easier for the guy who designed it than a random guy that tests it. What might seem to be a easy series of jumps might be insane for someone else.

____________________
AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org


Omi
Posted on 07-23-07 02:26 AM Link | Quote | ID: 56972


Super Koopa
Hey Nick ♥
Hey Nick ♥
Hey Nick ♥
Hey Nick ♥
Hey Nick ♥
Hey Nick ♥
Hey Nick ♥

Level: 59

Posts: 97/836
EXP: 1608870
Next: 64258

Since: 07-03-07

Last post: 2783 days
Last view: 2780 days
I think it's mostly how the level's layed out - so enemy placement and difficulty.

I love levels where you have to use enemies to get to other areas of the map, like a huge chains of koopas going up to get to a pipe.

Although, I am a strange person. D:

____________________

Yoshi Master
Posted on 07-23-07 02:39 AM Link | Quote | ID: 56980


Red Goomba
Level: 15

Posts: 27/35
EXP: 13929
Next: 2455

Since: 03-30-07
From: Wouldn't tell you if I wanted to... yeah.

Last post: 4249 days
Last view: 4220 days
I usually just put together a level that seems to amuse my eyes, graphically and shape wise. But, you NEVER know how good your level is until you play it, that includes everything: level design, enemy placements, GRAPHICS (definately), etc. I have spent some time looking at all of Nintendo's levels and study their shape and enemy placement, I feel that has helped too.

Main - SMW Hacking - What makes a level? New thread | New reply

Acmlmboard 2.1+3δ (2016-01-08)
© 2005-2016 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.069 seconds. (340KB of memory used)
MySQL - queries: 46, rows: 69/0, time: 0.046 seconds.