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Adding some spice to your levels - Any tips?

Archive: 7 posts


As a new creator, I struggle between feeling dejected and hope for my future when I play levels by some of the people here (Mrsupercomputer being the main one I've played thus far). Looking at my level right now and a few past workings, I know what my main problem is: Adding 'spice' and artistic flair.

I can get most simple technical things done, and could write a pretty good story into the level, but they all seem to look the same after a while. They're all linear, they all have the same 4 puzzles to solve (drag this, jump that, grab this moving ball). What are some good ways to make things look, play, and simply feel better? What makes a good level?

Anyone else having this problem? Any of the pros here have any tips or hints?
2009-09-05 23:05:00

Author:
Unknown User


All I can tell is that you shouldn't try too much. It's possible you will discourge yourself early and for no reason if you strive to be too much like experienced creators out there.

Try to make a level that is fun. Fun for YOU. Play it and ask yourself "ok what part or element or that level could have better". Try to improve it in parts. If you go like "well, the whole thing is bad" you will not improve yourself.

At a certain moment you will devellop your eye for spotting what's wrong with what you're create. Simply that your level designer skills have improved. At some point you will totally spot that it's that second jumping zone that's not cool. Maybe the jumps are too common and that makes them uninteresting. This is where you'll be able to focus and add spice to those jumps.

So yeah, try to see your level "in parts". Imagine you're a player playing your stuff. Try to have honest fun and regardless of what others create, do something in your level that YOU think is fun. Just because you think it's fun it probably means that THOUSANDS of people will feel the same.

.
2009-09-05 23:29:00

Author:
RangerZero
Posts: 3901


Things that add spice when i check out levels are mostly original or innovative. That doesn't mean it has to be hard to implement though "Snakes on a Dame" by Wexfordian was a great level to me, partly because he did something different by making his own background for the level.

But like Rangerzero said, don't burn yourself out too early, the fact is that a fair amount of the creators here started off with some pretty small stuff. You might not be able to tell because its been removed/ they never published it, but everyone starts somewhere. IMO, if a level is fun to you, then its a success, it doesn't matter what anyone else thinks
2009-09-06 01:04:00

Author:
Burnvictim42
Posts: 3322


I always tell people that they don't have to came up with something brand new or innovative. While that is certainly nice, the main thing you should worry about is fun! Is the level fun to run and jump through? Is it fun to figure out the puzzles? Is it fun to shoot the enemies?

I feel that all of my levels are rather simple. My puzzles are pretty simple, and so is my platforming. What I try to do is create a nice flow. I want players to feel like they are awesome, so I try to make a series of jumps and swings that flow nicely and make you feel like a platforming professional.

Of course, when you have simple mechanics like that, it does help to have nice visuals to spice up the level. I usually create a small mock up of a theme until I come up with a design that I think will look cool for an entire level. Sometimes it takes awhile to find the right look.

Another way to improve your level is to post it on these forums. You can find a lot of people willing to beta test and offer suggestions. I feel that my levels have become better because of this communities constructive criticisms. I see that you've posted already posted a level in the showcase forum. I'll be sure to play it and give you some feedback.
2009-09-06 23:16:00

Author:
mrsupercomputer
Posts: 1335


Don't think..."what can I build within the limitations of the tools I have been given to work with?"

Think..."What is the best way I can use these tools to bring my ideas to life?"
2009-09-07 12:26:00

Author:
Ungreth
Posts: 2130


Mrsupercomputer said it better, is a matter a fun!
To truly master the art of decorating, you first have to learn to use all 3 layers efficiently. For most platforming and puzzles, you really just need 1 or maybe 2 layers to play in - what do with the other ones? Decorate! Then switching the players back and forth through the layers will take away that "linear" feeling that you mentioned.
If you go through mrsupercomputer's "Manufactured Madness" you'll see that this holds true. As you walk through the middle layer, he used the front thin layer to add some chains, the back layers for backgrounds, etc.
At the end of the day, what makes a level good is that it is fun. period.
2009-09-07 15:00:00

Author:
javi haguse
Posts: 744


All good advice so far. My only advice would be not to compare your own talents to that of the small percentage (yes, it really is a small percentage) of amazing creators out there. You need to realize that those people are the cream of the crop and either spend many hours tweaking and changing their levels until they are just right, or are simply naturals.

Make what you want to make. If you like it, there's a ton of other players out there who will too.

I myself have difficulty coming up with new things that no one has done before, so I keep it relatively simple and concentrate on visuals... my strong point.
2009-09-08 04:59:00

Author:
Rustbukkit
Posts: 1737


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