Level making tips

General discussion about the games and the scene.

Moderator: Moporators

Post Reply
User avatar
Chris
Kuski
Posts: 1063
Joined: 5 Dec 2008, 16:19
Team: Ferrari
Location: flat track

Level making tips

Post by Chris » 4 Jan 2014, 15:00

I want to make better battle levels. Can give any tips me any tips or tutorials? Or generally tell me how to you make your own battles? Any help will be very appreciated.
Lousku wrote:could you mayke shorter sig please :( mega annoying and also against rules :()

User avatar
Igge
38mins club
Posts: 6295
Joined: 7 Apr 2007, 12:15
Location: Stockholm, Sweden

Re: Level making tips

Post by Igge » 4 Jan 2014, 15:07

There was a cetcast by me but its gone now) Maybe should make new similar tutorial/explanation/brag video sometime.

Anyhow, one thing I use to make more interesting levels is to add more polygons, and try not to have just a main polygon that you drive on and nothing else. And by that I don't mean make apple harvests, but rather if you put an apple in a corner of the lev, put it on top of or below a polygon and make it so that you can take it both from above and below, and come out the other side maybe. This makes the level more dynamic that just having a single drivable polygon.

Image

I should make a new video sometime though, but we'll see when that happens)
John: lol hittade ett popcorn i naveln
(19:52:06) (@Madnezz) The Golden Apple Award goes to.....
(19:52:36) (@Madnezz) ib9814.lev by igge!!!
Zweq wrote:99.9999% of nabs haven't even opened the book yet and most of those that have are still on the first pages

User avatar
Lee
37mins club
Posts: 2229
Joined: 22 Apr 2005, 05:12
Location: New Zealand

Re: Level making tips

Post by Lee » 4 Jan 2014, 16:05

Please make a new video, Igge. You have a nice speaking voice.
Image Image

User avatar
Chris
Kuski
Posts: 1063
Joined: 5 Dec 2008, 16:19
Team: Ferrari
Location: flat track

Re: Level making tips

Post by Chris » 4 Jan 2014, 17:12

Just made this using Igge's technique: http://elmaonline.net/battles/65155

What do you think? Anyone got any other ideas?
Lousku wrote:could you mayke shorter sig please :( mega annoying and also against rules :()

User avatar
Bjenn
35mins club
Posts: 2310
Joined: 25 Apr 2007, 14:23
Team: EF
Location: Östersund, Sweden

Re: Level making tips

Post by Bjenn » 4 Jan 2014, 17:17

Just one word: un-fucking-believeable!
Chris how did you.. I don't even, so you are capable of making other designing than ______/\__/\_______ good for you my friend!
Tip: NEVER MAKE THE FLAT LEVELS

User avatar
Igge
38mins club
Posts: 6295
Joined: 7 Apr 2007, 12:15
Location: Stockholm, Sweden

Re: Level making tips

Post by Igge » 4 Jan 2014, 17:24

it was a really nice balle))
John: lol hittade ett popcorn i naveln
(19:52:06) (@Madnezz) The Golden Apple Award goes to.....
(19:52:36) (@Madnezz) ib9814.lev by igge!!!
Zweq wrote:99.9999% of nabs haven't even opened the book yet and most of those that have are still on the first pages

User avatar
roope
38mins club
Posts: 1503
Joined: 14 Apr 2008, 17:58
Team: MiE
Location: smedjebacka

Re: Level making tips

Post by roope » 4 Jan 2014, 17:42

Yeah, the few times I've seen you make other than flat tracks the levs have usually been pretty nice.

A pretty easy and fast technique I use to make a decent battle lev is first just roughly clicking around to form sort of tunnel, and then smoothing it up with some testing for a pleasurable ride. Can be used to make nice ffs too if keep clicking for long) ALSO can add polygons in the middle of tunnel for lousku effect.
Team MiE - MiE Cup 1
Prestigious member of 14.6x Tutor14 club

User avatar
Madness
35mins club
Posts: 2137
Joined: 1 Jan 2009, 10:51
Team: SPEED
Location: London, UK
Contact:

Re: Level making tips

Post by Madness » 4 Jan 2014, 18:22

I don't think I can give you any tips or teach you, talent for level making is something you have to be born with, sorry.
Image

User avatar
Pingywings
Kuski
Posts: 277
Joined: 29 Jan 2012, 16:10
Team: singy
Location: UK

Re: Level making tips

Post by Pingywings » 4 Jan 2014, 18:45

this + this + this = GAA
Image

User avatar
Undiente
Kuski
Posts: 132
Joined: 15 Jul 2003, 15:56
Location: Valencia, Spain

Re: Level making tips

Post by Undiente » 5 Jan 2014, 10:20

I'm currently working in a short levelpack trying to bring out the juice of the internals without using their outdated general style (and without gimmicky levels like spiral, animal, labs and shit). My main goal is enhancing the organic and pure stylefinding based on the designer's (my own) naivetée. Because that's what I think is one of the turning points in elma level designing.

Don't overanalyze, don't overpolish. You are hardwired with pro tricks and styles, even if you can't perform them. You know how they work. The more time you spend polishing, analyzing and flow-testing a lev, the more you're going to destroy the "natural" styles of the level. The level will become a puzzle: The kuskis will have to find what YOU wanted them to do - keystroke per keystroke. And you will have to spend a fuckload of time polishing it (considering most of us level designers are not usually pros, this takes time and frustration). 0 stylefinding. That's not necessarily bad in any way, but I'm sure that's not what you're always looking for.

TL;DR: Just test a little it if it flows, then add some stuff here and there, always being naive, not trying to perform any specific style. And never spend more than 10 minutes in each level. If you want to spend 10 minutes more, do it in an alternate version of the level, and keep both of them.

That's my tip: As a designer, be naive, don't overpolish, be fast and intuitive, let the kuskis carry their burden.


Out of topic: I'm actually happy about how the levels for the Naive pack are coming out! I will soon open a thread in Advertising. My main restriction in it is that I can only spend 6 minutes for the initial level, 30 mins or so cruising and playing it, and then another 6 minutes maximum for the alternative version.
1999: Discovered accross.
2002: Joined scene.
2003-2010: Made hundreds of quality levels.
2011: Discovered real life.

User avatar
elmas
Kuski
Posts: 69
Joined: 21 Apr 2012, 17:16
Location: Viitasaari, Finland

Re: Level making tips

Post by elmas » 5 Jan 2014, 17:12

I sometimes randomclick some poly and then create lev around it

User avatar
A.K.B.
Kuski
Posts: 4060
Joined: 10 Dec 2005, 11:12
Location: Brisbane
Contact:

Re: Level making tips

Post by A.K.B. » 7 Jan 2014, 05:07

I would like to make a lev-making bible someday.
FinMan wrote:I prefer AKB:s topics to Xratios ones :)
33TT - 54 World Records - is not jaytea
1 Golden Apple Award: Rookie of the Year

User avatar
niN
Kuski
Posts: 2627
Joined: 22 Aug 2005, 12:23
Team: HoHo
Location: Sweden, Gothemburg
Contact:

Re: Level making tips

Post by niN » 2 Mar 2015, 17:42

In lack for better topics I post this little "funderare" here :)

Do designers play their levels much after they deem them finished? I play my levels sometimes.

I find that with most levels, if I play them a lot, I get tired of them and either delete/forget about them or change them to the point that they're not really recognizable anymore. For this, I've kind of made a rule when I make cuplevs that once the level is finished I don't enter it until it's been published (and the option to edit it is gone). This also makes it difficult for me to make bigger levelpacks. I guess for players like Ramone or Jeppe who can just produce thousands of levels and easily make levpacks the approach is very diffrent.

This is just a topic that interested me. I'm not seeking advice etc.
Team HotHorses, and I'm converting to Icelandian now...

User avatar
roope
38mins club
Posts: 1503
Joined: 14 Apr 2008, 17:58
Team: MiE
Location: smedjebacka

Re: Level making tips

Post by roope » 2 Mar 2015, 18:03

I do play them. Nowadays I always have some oke levs in storage (for cups or good battles or smth) and I really like cruising them offline.

I don't have the same issue. The feeling of a certain lev being finished doesn't go away, and it doesn't even cross my mind to change them (at least much); I mostly only edit them after I get feedback of some part not fitting in well osv.

I personally don't get deleting levs at all (talli for example does that a lot). IMO if you've already made an effort to make a decent level, you should at least battle it instead of deleting it. I've got some levs like that in storage too: for example had some idea that didn't really work out, but the lev's still there in case there's a need for battle lev and I don't orka make new OR in case I want to go back to editing it some time.
Team MiE - MiE Cup 1
Prestigious member of 14.6x Tutor14 club

User avatar
roope
38mins club
Posts: 1503
Joined: 14 Apr 2008, 17:58
Team: MiE
Location: smedjebacka

Re: Level making tips

Post by roope » 26 Sep 2016, 20:31

Maybe I'll post here too:

https://www.youtube.com/watch?v=naJboFqgO1A
Technique 1: spawn apples randomly and make level around/between them. Took ~half an hour to make a 6 min lev. (really struggling with that spiral =D)

https://www.youtube.com/watch?v=I0XrYtMmEdo
Technique 2: make very rough tunnels with SLE pipe tool and edit it to be flowier. Also pos to make good levs without need to edit. Took ~7 minutes to make a 5 minute lev.
Team MiE - MiE Cup 1
Prestigious member of 14.6x Tutor14 club

User avatar
Ramone
50mins club
Posts: 1890
Joined: 20 May 2002, 15:42

Re: Level making tips

Post by Ramone » 26 Sep 2016, 22:19

Tip1: dont make crap levels
Elasto Mania - ez better

User avatar
Igge
38mins club
Posts: 6295
Joined: 7 Apr 2007, 12:15
Location: Stockholm, Sweden

Re: Level making tips

Post by Igge » 27 Sep 2016, 13:50

Nice)

I usually make ffs like the first one you posted, but I tend to spam more apples and leave more big rooms. This allows you to make a longer ff (usually around 10mins), in shorter time (usually around 10 mins)

See eggsamples:
http://elmaonline.net/battles/41671
http://elmaonline.net/battles/7101
http://elmaonline.net/battles/6626
John: lol hittade ett popcorn i naveln
(19:52:06) (@Madnezz) The Golden Apple Award goes to.....
(19:52:36) (@Madnezz) ib9814.lev by igge!!!
Zweq wrote:99.9999% of nabs haven't even opened the book yet and most of those that have are still on the first pages

User avatar
Pab
38mins club
Posts: 885
Joined: 4 Apr 2008, 23:46

Re: Level making tips

Post by Pab » 27 Sep 2016, 20:12

Ill have to think some tips to make levs, duno right now.
Got two old videos showing my making some pipes and ffs. Its not real live recording, but in general you can see how i kind of have something in mind of what i wanna do, and then i test it (bikes moves around, clearly testing), and sometimes it fails and gotta redo some parts. At least for APipes i always spent much time making them, but lately my design techniques changed a bit. For example TTC levels which have much more basic feeling.
Making APipes and Making some ffs
My Youtube Channel Level Stats Maker Battle Notifier!

Image
Image
Signatür ruined by SveinR - smaller plz :*

User avatar
Hosp
38mins club
Posts: 1834
Joined: 30 Aug 2009, 20:55
Team: MiE
Location: Uppsala, Sweden.

Re: Level making tips

Post by Hosp » 11 Oct 2016, 03:44

My tip: go to elmaonline.net and download ANY level created by Hosp (Hoyas, osv)
Try to make level similar to that = profit
Now you are Ramone with 4 GAA's and 1 oscar
Image
tomat

User avatar
Bjenn
35mins club
Posts: 2310
Joined: 25 Apr 2007, 14:23
Team: EF
Location: Östersund, Sweden

Re: Level making tips

Post by Bjenn » 11 Oct 2016, 07:40

Tip: Make levels like Bjenn-BOSS, EOLbj
But yea Hoyas are okez very pleaseent!

User avatar
Ramone
50mins club
Posts: 1890
Joined: 20 May 2002, 15:42

Re: Level making tips

Post by Ramone » 16 Oct 2016, 09:18

Best tip imo is dont try to please anyone else. Make level(s) that you would like yourself!
Elasto Mania - ez better

User avatar
Madness
35mins club
Posts: 2137
Joined: 1 Jan 2009, 10:51
Team: SPEED
Location: London, UK
Contact:

Re: Level making tips

Post by Madness » 16 Oct 2016, 11:04

That's what I do.
Image

User avatar
Pab
38mins club
Posts: 885
Joined: 4 Apr 2008, 23:46

Re: Level making tips

Post by Pab » 17 Oct 2016, 03:14

I had some new thoughts about this, but not about specific ways of making levels, like making polygons this or that way.
Is not that i always follow this ideas, just starting to write something down, so ill just throw em here:

1. As Ramone said, make stuff that you would like. Imagine yourself playing that battle and think, would it be fun or at least interesting for me, or would it be plain boredom or painful.

2. Think what kind of level you want to make when you open the editor. Do you want ppl to have brainfarts looking for styles. Maybe make it 1 route only but still wanting ppl to think that the level is smartly made. Or do you want a speedy level. Flowy, hard, flat, quick, spinnik, classic or freaking unique. And then you find a way to get there.

3. Try new stuff. You can try tools that you dont usually use to create new things. Like when Zero made details for HALF1A that made ppl shat in their pants with a tool that existed for years. For example, with SLE you can use pipe tool, frame, merge polys, cut/connect, etc.
Invent new ways of approaching the making, for example, making pictures or apples first and then making the polygons around it.

4. Get inspiration from other levels when you are out of ideas, even from internals. Check any sort of details that you like about a level and try to get started from there.

5. If needed, take some time to make! Sometimes im lucky to make something good at first try, but most times it is super horrible and i end up editing the same level lots of times before getting something decent.

So, there prolly are some good tips of what to do or what not to do, to make good levels, but i dunno if i would like to always follow some sort of rules that may limit my creativity. At the end of the day, you cannot please everyone all the time. I guess ppl onions are the only measure of level goodness, so maybe ask ppl what they think about your levs.
My Youtube Channel Level Stats Maker Battle Notifier!

Image
Image
Signatür ruined by SveinR - smaller plz :*

User avatar
adi
36mins club
Posts: 294
Joined: 7 May 2007, 19:24

Re: Level making tips

Post by adi » 17 Oct 2016, 12:45

Level making tips for apple battles:

General tips:
- Just find your own style to make (I have seen some really awesome apple battles that weren't made by chris)
- Hint by chris: Draw the whole level first and then add apples (without testing at all)
- After level is done: check total amount of apples in sle and add it in lev title or in level itself near start (this will help players a lot!)

Apple placements:
- Just place apples wherever you want
- However, try to avoid spawning them everywhere
- It's important to add easy/very easy apples too but it's good if they are in logical spots making it easy to memorize already taken apples
- Feel free to add very hard apples that may be impsy to take

Start placement:
- Somewhere "middle"
- Should avoid unnecessary boring cruising to parts where action happens

Anyway it's nice to have variety. For example I highly enjoy apple battles where every apple is relatively easy (it's like cruising ff but more fun). Anyway hard apple battles are best for sure, although going for impsy apples might make me very anxious.
Team MiE

User avatar
Chris
Kuski
Posts: 1063
Joined: 5 Dec 2008, 16:19
Team: Ferrari
Location: flat track

Re: Level making tips

Post by Chris » 17 Oct 2016, 13:17

I would like to add couple of apple battle tips.

-When you feel that your apple is too hard, just scale down whole level then look at headbang spots and vsync gaks (might not work for some levs)

-Start should usually be in middle-upper part, because wrooming down is quicker and it's easier to draw routes that go down

-Battle time is tricky, usually smaller battles will be played by more people so add more time there, so most of people can collect all apples. For bigger battles just add enough time for some decent players, because most of people will give up at some point and you don't want to see adi or markku taking all apples in 20 minutes then barely anyone playing level for another 20 minutes. For my levels it's usually: battle time=number of apples - 5 or 10. For your own levels it might different, it's trial and error.

-If you want many apples put more in some impsy/hard spots for example rather than spreading them all over level
Lousku wrote:could you mayke shorter sig please :( mega annoying and also against rules :()

User avatar
kuchitsu
Kuski
Posts: 1168
Joined: 13 Aug 2010, 20:31

Re: Level making tips

Post by kuchitsu » 17 Oct 2016, 13:38

A basic thing I don't hear about much: try to establish a somewhat consistent style in your polygon shapes. This one is pretty hard to put in words, it's more about what you feel, but let's look at KUBA0891 for an example: http://i.imgur.com/WsaNRML.png

Note how I made the whole level kind of tilted. Even stuff like ceilings or the top polygon maintain a certain angle. I spent some time on achieving this. Even though editing the top polygon (that you aren't supposed to touch at all while playing) didn't affect the gameplay and could be seen as pointless, I believe that it was a quite important thing to do that improved the "feel" of the lev, whatever it is. And when that "feel" is better, playing is more enjoyable too in my opinion.

But that's not all. Let's look at some other elements of this lev's style:
http://i.imgur.com/tyycQGH.png
http://i.imgur.com/PueeqTB.png
http://i.imgur.com/1YjGMBL.png

All these things make the lev more aesthetically pleasant because human brain typically loves when everything is kind of logical and systematic.

User avatar
Ruben
Kuski
Posts: 756
Joined: 31 Dec 2012, 18:07
Location: Oslo, Norway

Re: Level making tips

Post by Ruben » 17 Oct 2016, 14:00

Yeah, I very much adhere to those principles as well. When making effort levs I spend quite a lot of time giving them a specific style or theme, and making them look balanced. In my opinion the aestethic is absolutely essential in making a level that's nice to play. That being said, if a level is bad there's no amount of visuals that can make it good.
My fake plants died because I did not pretend to water them.

User avatar
Lousku
Kuski
Posts: 2855
Joined: 5 Feb 2010, 00:25
Team: BAP
Location: expensive land of dads

Re: Level making tips

Post by Lousku » 18 Oct 2016, 00:45

I follow that line of thought too and usually adjust levs for a specific look. Used to do it a lot more, and always wanted untouchable spots to adhere to a style too.

But when I play and think about others' levs, only playability matters. Visuals outside playable area can be a fun novelty to look at for a few seconds but then they just feel like a waste of time. Even if the lev is playable, it feels like it would be better if they had spent that time on making another good lev. But I know that allocation of effort doesn't work like teh so whatever.

The fun part about visuals is how they affect playability, where every polygon in the lev adheres to some kind of style, like kuchi said. It can be a kind of modifier, so if you change the visual style, playability changes too. Then you can consciously change your usual visual style to something you would never make, or even consider ugly, and the lev will play differently.

And the funny thing is that if you make "ugly" things consistently for a while, it starts to make sense and look good. Beisikly: once it's a mistake, twice it's jazz.
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?

User avatar
Chris
Kuski
Posts: 1063
Joined: 5 Dec 2008, 16:19
Team: Ferrari
Location: flat track

Re: Level making tips

Post by Chris » 18 Oct 2016, 06:28

I always pay attention to look, proportions when I make lev. I don't do it to have distinctive style, but rather I can't stand some things in levs design. I pay special attention to ceilings for some reason.
Lousku wrote:could you mayke shorter sig please :( mega annoying and also against rules :()

User avatar
ville_j
Kuski
Posts: 1506
Joined: 17 Aug 2002, 15:45
Team: IS
Location: on the roof
Contact:

Re: Level making tips

Post by ville_j » 18 Oct 2016, 08:46

Now-a-days I make levels mostly in a way that I draw polygons that look nice and fit together, the level has to look balanced to me. Most of the time I don't even test levels (if I add grass then I check that it looks oke too). Sometimes I might even compromise the playability just because I want to make some polygon in certain shape. I spend a lot more time on making the level look nice than actually testing or thinking how it will play out. Usually my levels are multistylish, those are quite easy to make; just add nice looking polygons and make them accessible from various directions.
< roopemies> horror and frustrating and can't play, sounds just like you
Beer battle winner 2014 and 2015

User avatar
iCS
Kuski
Posts: 231
Joined: 31 Dec 2015, 11:36
Location: Hungary
Contact:

Re: Level making tips

Post by iCS » 4 Nov 2016, 18:36

Currently experimenting with a chain level, I will merge 8 short levels generated in ZLE.
Here are the elements:
http://kopasite.net/up/y8m818t03uej2i8/chainexp.jpg
It will require further editing and corrections, but it's much easier to get new ideas if we already have a draft.

User avatar
roope
38mins club
Posts: 1503
Joined: 14 Apr 2008, 17:58
Team: MiE
Location: smedjebacka

Re: Level making tips

Post by roope » 4 Nov 2016, 19:35

Oh yes, I've done a few long FFs with ZLE generator, first generated result ofc needs some editing and testing (and still will be quite boring/repetitive) but still can be pretty fun.
Team MiE - MiE Cup 1
Prestigious member of 14.6x Tutor14 club

User avatar
iCS
Kuski
Posts: 231
Joined: 31 Dec 2015, 11:36
Location: Hungary
Contact:

Re: Level making tips

Post by iCS » 23 Nov 2016, 17:33


User avatar
kuchitsu
Kuski
Posts: 1168
Joined: 13 Aug 2010, 20:31

Re: Level making tips

Post by kuchitsu » 28 Jan 2017, 10:32

Image

User avatar
AndrY
38mins club
Posts: 372
Joined: 14 Dec 2015, 17:41
Team: .lev
Location: Perm, Russia
Contact:

Re: Level making tips

Post by AndrY » 28 Jan 2017, 13:52

more detail pls
Please, change lauta :bear: design.
Image
My levs and other Elma things: www.elma-andry.wmsite.ru

User avatar
Zweq
35mins club
Posts: 3889
Joined: 28 Nov 2002, 15:54
Location: suo mesta

Re: Level making tips

Post by Zweq » 28 Jan 2017, 14:11

i think what he's trying to say is that right side "looks better" than left side, which makes calling this a tip retarded ofc. If left side "plays better" then this obviously is an antitip?
Image

User avatar
Igge
38mins club
Posts: 6295
Joined: 7 Apr 2007, 12:15
Location: Stockholm, Sweden

Re: Level making tips

Post by Igge » 2 Feb 2017, 12:22

imo hes trying to say in left youll hit your head when you drive, whether it's hanging on the top poly or driving on the bottom one. I can kinda agree in some sense, but dodging by "piping" a little bit or volting pre-emptively to avoid head collision can be fun and interesting too.
John: lol hittade ett popcorn i naveln
(19:52:06) (@Madnezz) The Golden Apple Award goes to.....
(19:52:36) (@Madnezz) ib9814.lev by igge!!!
Zweq wrote:99.9999% of nabs haven't even opened the book yet and most of those that have are still on the first pages

User avatar
ville_j
Kuski
Posts: 1506
Joined: 17 Aug 2002, 15:45
Team: IS
Location: on the roof
Contact:

Re: Level making tips

Post by ville_j » 2 Feb 2017, 12:37

imo his reasons are purely visual and i agree with it most of the time
< roopemies> horror and frustrating and can't play, sounds just like you
Beer battle winner 2014 and 2015

User avatar
kuchitsu
Kuski
Posts: 1168
Joined: 13 Aug 2010, 20:31

Re: Level making tips

Post by kuchitsu » 2 Feb 2017, 13:24

Yeah it's just about aesthetics, like keeping an equal wideness so that it looks neat.

User avatar
insane guy
Kuski
Posts: 1597
Joined: 22 May 2002, 20:53
Contact:

Re: Level making tips

Post by insane guy » 2 Feb 2017, 15:22

in this case it also helps the playability a lot, e.g. when you come full speed from right on lower poly you can likely fuck up on FAIL version but ez jump to upper poly on WIN.
"Every night, me go to sleep, me have wet dream..."

User avatar
Ramone
50mins club
Posts: 1890
Joined: 20 May 2002, 15:42

Re: Level making tips

Post by Ramone » 2 Feb 2017, 18:34

even distances all over usually looks shit and boring. its the dynamic that makes it. left side looks ez better. playbility important, visually its just about the overall feel imo. said this many times thiough
Elasto Mania - ez better

User avatar
Lousku
Kuski
Posts: 2855
Joined: 5 Feb 2010, 00:25
Team: BAP
Location: expensive land of dads

Re: Level making tips

Post by Lousku » 2 Feb 2017, 18:59

Free protip 4 all.

Image
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?

User avatar
Ruben
Kuski
Posts: 756
Joined: 31 Dec 2012, 18:07
Location: Oslo, Norway

Re: Level making tips

Post by Ruben » 2 Feb 2017, 19:20

Why? That seems way too vague to be applicable to any situation.
My fake plants died because I did not pretend to water them.

User avatar
Kopaka
Kuski
Posts: 6400
Joined: 23 May 2002, 13:59
Team: LAME
Location: In a northern danish city beating YOUR record.
Contact:

Re: Level making tips

Post by Kopaka » 3 Feb 2017, 00:19

Ruben wrote:Why? That seems way too vague to be applicable to any situation.
that's the joke..

User avatar
Ruben
Kuski
Posts: 756
Joined: 31 Dec 2012, 18:07
Location: Oslo, Norway

Re: Level making tips

Post by Ruben » 3 Feb 2017, 01:09

Oops, I gotted error in system. Sarcasm not detected.
My fake plants died because I did not pretend to water them.

User avatar
Madness
35mins club
Posts: 2137
Joined: 1 Jan 2009, 10:51
Team: SPEED
Location: London, UK
Contact:

Re: Level making tips

Post by Madness » 5 Feb 2017, 14:57

Image
Image

User avatar
jblaze
38mins club
Posts: 654
Joined: 23 Apr 2010, 20:36
Location: chair

Re: Level making tips

Post by jblaze » 5 Feb 2017, 15:07

Image
It's nice to be important, but it's more important to be nice.
(Devann) u are the master of your own universe. remember that

User avatar
iCS
Kuski
Posts: 231
Joined: 31 Dec 2015, 11:36
Location: Hungary
Contact:

Re: Level making tips

Post by iCS » 20 Sep 2018, 15:21

Lately I like to make recycle levels, method is usually:
- find an old apple battle
- remove all apples
- rotate/mirror/rescale a lev until it looks fine for a normal level
- plan a route
- optionally add own apples if want longer route
- modify polygons if needed (to avoid mongo spots etc)
Not the most creative way of levmaking, but at least a really fast one.

examples:
http://elmaonline.net/battles/118553 mirrored+slightly modified -> http://elmaonline.net/battles/135433
http://elmaonline.net/battles/84085 rotated+slightly modified -> http://elmaonline.net/battles/135509
http://elmaonline.net/battles/90134 rotated+slightly modified -> http://elmaonline.net/battles/135541 (unused parts deleted)

Post Reply