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Discussion about level design.
Forum Index - SMW Hacking - SMW Hack Discussion - Discussion about level design.
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Level design is an extremely subjective term.

Take SMW2+3 for example. Personally, I find it to be very bland, lacking a difficulty curve, overusing custom blocks/sprites thrown everywhere, and style clashes all over the place (graphics, music, blocks/sprites, everything). However, it seems quite a lot of people like it, and praise the level design.

Then there are hacks like Luigi's Adventure and Rise to the Challenge (and Kamek's Revenge), which are completely insane in difficulty. Now, I say those hacks have good level design in many places... but I know quite a lot of people would disagree with me, simply because not everyone has the skill/patience to play hacks like those without savestates. (Also, some people would consider it bad level design if it takes them 10-30 attempts (or 100 attempts) to complete a level, while others would consider it a good challenge.)

Anyway, I conclude that people have very different definitions of level design.


So, here's my opinion/advice about good level design (which you may or may not agree with)...

Good level design is something that mainly results from how much effort was put into the hack. It results from testing your levels quite a lot (making small changes to see if you can improve your levels), and looking at it from a player's point of view. Most importantly, intending your hack to be fun to play, for yourself as well as others.

If a level is bland, repetitive, luck-reliant, or has imbalanced difficulty, misplaced midpoints, blind jumps, unfair puzzles... all of those result from not testing enough and/or not taking the player's enjoyment into consideration.

(And if you're bored/annoyed by your own levels and don't feel like playing them over and over after every change you make... well, then you can expect others to also be bored/annoyed by them.)

Also, level design is different from music and graphics... but every aspect of a hack is intertwined. Boring music/graphics/palettes (or style clashes) can emphasize a level's design flaws, as can badly-coded or out-of-place ASM.

Now, a hack can be fun whether it's easier or more difficult (I prefer hacks that are difficult enough to challenge me right from the start, as long as they're fairly designed). But if the difficulty jumps around (as in, not gradually increasing), it's less likely to be fun.

Finally... there's always room for improvement. Don't rule out making changes to earlier levels (or even completely redesigning them) when you're creating later ones. (It can help to routinely replay your hack from the beginning (if you've made your hack fun, you'll probably enjoy that anyway)... in fact, since I like to design the levels and overworld at the same time, I personally actually need to restart quite often.)
Last edited on 2010-12-08 08:31:02 AM by Zeldara109.
I think some of the tips here pretty much say that, I think.
Level design: Complicated mind puzzle, consists of being original and doing a fun level, when basically everything has been done. Pretty much the hardest part of SMW hacking in general.

(IMO)
My level design in my hack, not very good to be honest, im still trying to create the best levels that come into my head. And im still trying to use different graphics for my hack, but it's still not working out for me. But I alway's keep trying and i'll get there soon.
Originally posted by Chilly Dakress
Speaking about level design, is there a way to improve it?Because I want to improve it, but I doubt it because the design depends on the creativity that someone have to make levels.


Everyone has a different style of level design. The best way to improve it is to look at and play games/levels you enjoy a lot and think about what makes them so fun. If you incorporate those elements into your designs, the levels you create will most likely improve.
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