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Tip: Remaking levels from other Mario games is strongly discouraged, especially popular ones (World 1-1 from SMB or SMB3, for example), as their over-presence in Mario games, official or not, often makes them uninteresting to play.
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Level Design Discussion and Questions
Forum Index - SMW Hacking - SMW Hacking Discussion - Level Design Discussion and Questions
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So I was thinking about how people commonly seem to make levels, and I think I've narrowed it down to:

A) Create the terrain, obstacles, place objects first, and then place sprites

or

B) Create a small part of the level, place sprites, and repeat.


Do either of these seem like a good idea? Or is one clearly better than the other? Or are there other ways?
Originally posted by Sayuri

B) Create a small part of the level, place sprites, and repeat.

That's pretty much what I do.

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Legacy custom music
A site where you can watch my YT videos AND be able to hit that dislike where your dislike will be visible to other people and not have to rely on a browser extension

Same as Soko. I like placing my sprites as I build the level, not at the end.
Sometimes I place the terrain first and then sprites, sometimes I just do both at the same time, occasionally I even place sprites first then add the terrain based around their placement. I usually mix all of these, designing the level in small sessions, and I find it pretty fun.

Yeah, I design my levels in a really weird way :P
I definitely prefer to add in all things at once - terrain, sprites and decoration - I'm not a fan of testing a portion of the level that's still not finished.
Generally I place objects first and sprites later as I go halfway through the process of building. If I'm not satisfied with a portion of my level, I either tweak that particular part a bit or take it out. Any method of designing is fine, as long as you're comfortable with the final product.
A, although I dont bother with decoration until after I place sprites.

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I usually place sprites as I build my level and I save the decorations for the end.

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I've recently taken to doing it in chunks, about 2-4 screens. I'll plot out the terrain in grey blocks and ledges, placing important sprites like a platform needed to progress. Then I'll put in filler enemies. Finally, after testing, I'll decorate that chunk and move on to the next. It's probably best to leave decorations for the end, but that's my favorite part and so it serves as a bit of a motivator.

Tower of Disarray

5/?? levels done
-HAHA Oh jeez-
An 'A' press is an 'A' press




Hella neat layout by Erik557
I use A for the one levels (with exception of platform sprites) and B for the others. However, there is one thing which I almost do as the last step: adding decorations.
Most of the time I do A, but there's the rare occasion in wich I go full B for an entire level. Most of the time, I decorate level's as I progress. After the level is done, I test it and try to polish the level to see if it gets better than before.

Now that I think of it, does anyone else here decorate their levels while making progress?
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

User: Hinalyte / ID: 1553 ~ loading kotori.css
If I can remember correctly, I add things slowly and part by part, because I need to test even a little part of the level to see if it's good.
Alright guys, I have a question about level design: Is it a good idea to make it seem like there's a (false) sense of choice in a level (having multiple pathways, however with all leading to the same place, each one with different difficulties, goodies and maybe a secret exit)?
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

There's nothing wrong about adding multiple paths.
Yeah, I try to put a bunch of secret areas, pipe paths, etc. It adds to the replay-ability, and it's real fun to find these little areas.
Every single level in my ~90 exit hack has multiple paths, sometimes threading through each other, and tons of hidden areas and secrets. To each their own, but rigid linearity is just not my style. My overworld is similar. You can access the final level quickly, but you need to explore the whole map in order to complete the game.
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Chapter two: Land of No Shame
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I tend to build the are first and than reposition sprites etc. Generators, HDMA and Cluster sprites come last.
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Originally posted by Koopster
I definitely prefer to add in all things at once - terrain, sprites and decoration - I'm not a fan of testing a portion of the level that's still not finished.
I build 10 % of the terrain and put sprites on them, somethimes decorations, sometimes not and then i test that.

I make that that long, until 100% of the level is finished.

Now final polish, coins, dragon coins, powerups, etc and a final test.

Now i want too see how fun my level is and ask me some questions:

Is it too hard?

Is it too easy?

Is it a bit boring?

Is it a bit repetitive?

Is it a bit unfair?

Is it too long/short?

Are there to many/less powerups?

And if i can all question answered with the answer i like, the level is completly done.

(sry for bad english lol)
Originally posted by niko
Now final polish, coins, dragon coins, powerups, etc and a final test.


Powerups should definitely be placed while making the level instead of after. You can revise the position while testing. It's a bit less important with coins and dragon coins, but it still matters.
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