What you think a good level is, post here.
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What you think a good level is, post here.
For example, heres mine:
A good level must have/be:
1. many possible routes and shortcuts
2. 20-50 sec lenght is
3. very hoylable, not too obvious styles
4. good-looking
5. gets easier till end
6. Default-like lgr, for example elma, ekros, etc.
7. FUN
Might have something missing, probably does.
A good level must have/be:
1. many possible routes and shortcuts
2. 20-50 sec lenght is
3. very hoylable, not too obvious styles
4. good-looking
5. gets easier till end
6. Default-like lgr, for example elma, ekros, etc.
7. FUN
Might have something missing, probably does.
I remember there already is a thread lber there already was a thread like this but I'll go on anyway ;
1. Playability
I'd rather spend time founding styles and actually playing the level than to look at some pictures which are well planted.
2. Styles
Whether it's a pipe level, or not doesn't matter, but in a level, to me, there must be many different styles. Some harder, other easier.
1. Playability
I'd rather spend time founding styles and actually playing the level than to look at some pictures which are well planted.
2. Styles
Whether it's a pipe level, or not doesn't matter, but in a level, to me, there must be many different styles. Some harder, other easier.
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Re: What you think a good level is, post here.
1. hidden 1 impsy sc somewhere
2. 25sec-3min lenght is
3. screw that hoylable, i like it harder. cruise levs makes me sick
4. dont care actually about the looking if talking of pictures. grass is fine sometimes, but nothing more. good-looking as you say so can be done without the graphics at all. insguy is a good example of what i mean.
6. kinghia's lgr 2tm
7. FRUSTRATING and long with lots of various trickjumpings and all
edit:
oh yeah and one more thing:
8. it must be pipe. bouncable pipe ;o~
2. 25sec-3min lenght is
3. screw that hoylable, i like it harder. cruise levs makes me sick
4. dont care actually about the looking if talking of pictures. grass is fine sometimes, but nothing more. good-looking as you say so can be done without the graphics at all. insguy is a good example of what i mean.
6. kinghia's lgr 2tm
7. FRUSTRATING and long with lots of various trickjumpings and all
edit:
oh yeah and one more thing:
8. it must be pipe. bouncable pipe ;o~
Last edited by Kestas on 26 Feb 2007, 12:03, edited 2 times in total.
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The goodness of a level depends on where it is meant to be driven, I mean that a good cup level is at least longer than a good battle lev etc.
Good battle lev is 10-30 secs, höylable, not very hard, fun to drive, not any hard shortcuts.
Good cup lev is 30-90 secs, needs style finding, nice grass, gets easier until the end.
I think pictures aren't so important.
Good battle lev is 10-30 secs, höylable, not very hard, fun to drive, not any hard shortcuts.
Good cup lev is 30-90 secs, needs style finding, nice grass, gets easier until the end.
I think pictures aren't so important.
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A good level should be fun playing, if it looks good it looks more fun, but the slightest picture is in the way. The challenge to finish shouldn't be to much, i like höyling more.
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1. unexpected gravity changes
2. invisible polygons
3. giant loops and falls
4. long hi-speed flat surfaces
5. enormous level-size with awkward polygons
6. lots of killers
7. above all, getting lost in levels with no reasonable path
....
now seriously:
1. bounce shortcuts
2. not too complicated/tiny vertices (common in jungle levels) and not too blunt ones (noob levels). Internal-style is good in this case.
3. not too pro-ish. meaning: both n00bs and pros will enjoy hoyling the level, despite their times' difference.
4. main route may be obvious, but the style not.
5. 20-40secs.
6. overall, look at GPMR levels (niN's contest), I liked most of them.
Oh yeah, and I don't care about grass nor pictures, coz I play low vd.
2. invisible polygons
3. giant loops and falls
4. long hi-speed flat surfaces
5. enormous level-size with awkward polygons
6. lots of killers
7. above all, getting lost in levels with no reasonable path
....
now seriously:
1. bounce shortcuts
2. not too complicated/tiny vertices (common in jungle levels) and not too blunt ones (noob levels). Internal-style is good in this case.
3. not too pro-ish. meaning: both n00bs and pros will enjoy hoyling the level, despite their times' difference.
4. main route may be obvious, but the style not.
5. 20-40secs.
6. overall, look at GPMR levels (niN's contest), I liked most of them.
Oh yeah, and I don't care about grass nor pictures, coz I play low vd.
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looks like a commong noob lev from what you just saidWkE wrote: 1. bounce shortcuts
2. not too complicated/tiny vertices (common in jungle levels) and not too blunt ones (noob levels). Internal-style is good in this case.
3. not too pro-ish. meaning: both n00bs and pros will enjoy hoyling the level, despite their times' difference.
4. main route may be obvious, but the style not.
5. 20-40secs.
6. overall, look at GPMR levels (niN's contest), I liked most of them.
Download Movies: Elma - External Ways. Part 1 --- Mini-Movie LL36 --- Mini-Movie #01 --- Mini-Movie #02