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Any Tips of Making good levels?
Forum Index - SMW Hacking - SMW Hacking Help - Any Tips of Making good levels?
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Any Tips of Making good levels? Because my levels are boring.
Why not play some featured hacks to get some ideas?

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Well, mix the terrain up. Add some slopes, maybe some water, a sublevel or two, or something. It would be nice if the level had some kind of gimmick. If you are good with ASM, that's shouldn't be problem, but you can use things like custom block and sprites, and maybe stuff as simple as P-Switches.
I actually have a few:

1. Don't constantly make linear levels. Most if not all of your levels should have at least one of the following:
-Bonus rooms
-Split paths
-Rises & Drops
-Optional challenging areas with rewards

2. Try to introduce a new enemy, block, concept, etc. every one or two levels.

3. Make puzzles with P-switches, keys, & shells. Even if they are simple, they can entertain!

4. Try to make different types of levels (caves, hills, factories, etc.)

5. Add ExGFX and/or custom palettes. While they don't affect gameplay, a lot of people get tired of seeing the same graphics and colors over and over again.

Those should help some!

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in order of least to greatest.
1. custom music
2. pallete changes
3. exgfx
4. sprites
5. custom blocks
6. asm

from these, try to get a good music choice for your levels once your done with any patches, design (non boring linear or flat, including terrains as well as potential warps and slopes and custom blocks and not so repetitive enemies)
a level, like for starters, say you wanna remake a level from another game, exgfx and custom blocks are your friend here. custom sprites are great too. also, music is really just a bonus extra. asm would be great here as you can add some really cool stuff
Actually, to many people custom music is #1 or #2. I think it's #2, behind level design/puzzles. I really don't care about other custom stuff nearly as much. So, music really varies the most in importance between different people.
Play some platformers and steal ideas. Doesn't even have to be a mario platformer.
every level must have an exciting boss battle. no exceptions.

also you need to use yoshi in every third level.

if you don't you will never be respected as a hacker

no i'm kidding but like fool around with settings in lunar magic, you can do really neat stuff with layer 2, try using sprites for things you wouldn't normally use them for, etc. THINK OUT OF THE BOX!


Come up with interesting gimmicks. For instance, in one hack I've played, each time you enter a pipe, the level changes in slight ways. For instance, water turns to lava, some walls crumble, and other things.


In fact, Brutal Mario made the whole level change when you hit an On/Off switch (most likely using ExAnimation and custom sprites).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer


Originally posted by 2technogeeks
Well, mix the terrain up. Add some slopes, maybe some water, a sublevel or two, or something. It would be nice if the level had some kind of gimmick. If you are good with ASM, that's shouldn't be problem, but you can use things like custom block and sprites, and maybe stuff as simple as P-Switches.

Follow what he said, but make sure puzzles aren't able to be cheated around (Get some testers). Everybody thinks differently. One of my older hacks was mostly puzzles, and they sucked becuase my LP'er kept getting around them.

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Who knows when I'll have
something to put here.


Credits go to Counterfeit for the bitchin' post layout.

There's a random tip and even a tip list here, so If you want tips, look at the top of every SMWC page or go find the thread.

One tip I give is: Don't use the Goomba/Bob-Omb bubble Generator in levels that have anything but sprite memory value OE. Without this, when the bubbles pop, some sprites disappear. Avoid using this in levels with sprite buoyancy, too.

Another is find a good learning curve. I'm still trying to find mine, as some of my first levels are pretty hard.


Originally posted by Snowshoe
Another is find a good learning curve. I'm still trying to find mine, as some of my first levels are pretty hard.


Start out with levels that aren't very hard to complete. As in, you can easily complete them without ever dying. When you reach the second world, start uping the difficulty. Progresivly add more ways to die.

I recomend using a lava world as your last one, as using lava makes it quite easy to design a difficult level. A grassland world is also usually used for the first world, as there aren't usually many ways to die there.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
don't do a level with glitched graphics
don't do cutoff place ledges or slopes correctly
don't stack muncherstest your levels
don't force the player to die

hope this helped ya :)
Don't have flat terrain. mix it up with slopes and platforms
Don't flood areas with too many enemies
Don't make secret exits too easy to find
Put power-ups near the midway point
Don't make it so that the player can be stuck(boxing them in with invisible blocks, etc.)
Don't make levels near the beginning of the game very hard

Hope that helps

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Hack i'm Working on:
Mario & Luigi:Revenge of the Shroobs
I dont think the creator of this thread needs help, anymore, probably because this thread is over 3 months old, or because he is INACTIVE. |B|
You want tips?
The bar just below the online users list can tell you.
I believe there is a link that the admins can use to read every single tip from the bar, but I deleted the link in my notepad.
A calm slow scrolling level with bullet bills, bomb-boms, and green turtles on a grassy level is a nice combo.


Why the heck are people still posting even after this was pointed out as a pointless bump? #w{:s}

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
A good way to make a level that I always use is to first mix up the terrain a little, adding some hills, ledges, pipes, holes, etc. Then, go ahead and add some blocks with coins and powerups in groups, because single blocks don't look as good (even just two blocks is fine). Then, add some enemies around key places (like those hills and ledges, as well as those blocks). Now, add some sublevels to a pipe or two, and maybe an alternate route through the level can be constructed. This is nice, but it just feels like playing a souped-up level 105. What you have to do is add little parts to your level, like a little cave in the wall, or some cloud platforms. Then, after you've done all this, you have a good generic level.

If you want to make a really special level, use a gimmick. It doesn't have to be chocolate, in fact, gimmicks like a rails level can be really fun if they're well made.
I can't sleep, but I dream big
Originally posted by Kaizoman666
Why the heck are people still posting even after this was pointed out as a pointless bump? #w{:s}


It's ironic that you say that. But that means it's ironic that I'm still posting about the irony of you posting about people still posting about a pointless bump. :O
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