Internal level design

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Lousku
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Internal level design

Post by Lousku »

Hi, I'm starting a new topic again because lauta is too quiet for my preference. :)

I was looking at Circuitous and Enduro and it seems pretty obvious that one was made from the other. Look at the zig zag part on the left, the locations of start and exit, the ramp thingy next to exit... It's obvious. I think Circuitous was made from Enduro, or at least that would explain why Circuitous has the area in the middle that's pretty useless in any hypothetical style (uncommon in internals, or is it?). Wait a sec, is there an intentional hard shortcut there? :)

Also, the top left part of Hill Legend and Hangman are very similar. And again, locations of start and exit are more or less the same.

This is the same method I often use when creating levels. I take a level of mine and just edit it a lot. The result is a very different level, but the design process is much quicker.

Any other examples of resemblance like this? Any other interesting things about internal level design? Are there some interviews about them? Does anybody know who designed Circuitous/Enduro or Hangman/Hill Legend? Discus!
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
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Re: Internal level design

Post by jonsykkel »

mANY intersting :L)
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Lukazz
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Re: Internal level design

Post by Lukazz »

wow. i seriously never even thought about this, but it sounds very plausible.
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Re: Internal level design

Post by Kortsu »

Interesting stuff, although as you said, they are quite obvious. I'll add some more similarities which I thought had kind of the same idea in making a level (also obvious):

Framework and Downhill have the same look to them, but that really is it. Still, it is interesting why the blocks are hollow in Downhill.
Hang Tight and Hooked share the same idea for executing a run and they are one after another in the list... Csaba lazy? :p
Steep Corner and Sink use spikes as part of the ceiling, kind of the same style again.

I don't know who designed those particular levels (Csaba is always a good guess), but you can blame Dylan Cooper for the names :)
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Re: Internal level design

Post by ville_j »

I've always noticed there's something similar in Circuitous and Enduro but never thought of it more. But very nice observations, I never got that deep into it. And ye Hill Legend and Hangman too. Dunno if there are others as well... And I think I have never tried this, like taking one of my old levels and transforming it into something new, gotta try it some time!
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Re: Internal level design

Post by Igge »

LousQ wrote:at least that would explain why Circuitous has the area in the middle that's pretty useless in any hypothetical style (uncommon in internals, or is it?).
Circuitous end is max. I remember playing with a friend trying to get over that mango gap over and over again. Not the pro style, just getting over in any way. We never managed.

Nowadays nabs come to eol, see spin style and do 22.xx in like 30 minutes. :( I miss the good old days when nabs were actually nabs.
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Re: Internal level design

Post by jblaze »

hmm interesting...

obv labirynth and labirynth pro are similar too o,o xD
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Re: Internal level design

Post by Bismuth »

I had noticed how circuitous and enduro were similar, and how hill legend and hangman were, too. Though the thought of them being literally coming from modifying another didn't cross my mind
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Re: Internal level design

Post by Polarix »

But is there not written anywere that who made what?
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Re: Internal level design

Post by NoZKeY »

Igge wrote:
LousQ wrote:Nowadays nabs come to eol, see spin style and do 22.xx in like 30 minutes. :( I miss the good old days when nabs were actually nabs.
When i joined BELMA i was actually a total nab... i still am at internals lol (excepting WU)

As jon said... mANY interesting! I didn't read this topic before lol
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Re: Internal level design

Post by A.K.B. »

litel nown fact is that i was the internal maker.

yes I did do this things
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Re: Internal level design

Post by Igge »

A.K.B. wrote:litel nown fact is that i was the internal maker.

yes I did do this things
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Re: Internal level design

Post by milagros »

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Re: Internal level design

Post by Bismuth »

Weird, while they do look very, very similar, they do not seem to be made of each other
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Re: Internal level design

Post by Lousku »

Nicely spotted, mila! :beer:
Bismuth wrote:they do not seem to be made of each other
How so?
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
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Re: Internal level design

Post by Bismuth »

in bounce back the big polys are cut into small polys in precarious, but we know that cutting polys is not an easy task in elma editor
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Re: Internal level design

Post by Lousku »

Bismuth wrote:but we know that cutting polys is not an easy task in elma editor
Canadians know? I didn't know that. It's easy, edit a polygon to add the vertices of another polygon, then remove the original second polygon. Hard to explain on text, but I think you can see the method in some CETCAST. Besides, the similarities are not precise, so that method wouldn't even have been necessary. What speaks for the theory is that even though the similar parts of those levels are slightly different in shape, they're pretty much exactly in the same spots. I can draw some green circles in Paint if that isn't obvious enough.

:)
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
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Re: Internal level design

Post by Bismuth »

I know but to use this to make a new level out of the previous? I find it odd.
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Lousku
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Re: Internal level design

Post by Lousku »

Why not? Nothing odd about it.

Another possibility is that the designer had two ideas in the middle of designing a level and just decided to make them both.
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
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Re: Internal level design

Post by ville_j »

Or maybe there is actually a third, secret lev of which these two were created and included in elma!!

But najs find!
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Re: Internal level design

Post by Chris »

Bismuth wrote:Weird, while they do look very, very similar, they do not seem to be made of each other
Yes. For me they are just islands at the bottom of both levels that make them similar.

edit:
More I look at them, I start to think that there are too many similarities.
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Re: Internal level design

Post by pawq »

there's more, but still i think that at most the idea was similar, i dont think one was made out of the another. maybe when making one he was just looking at the other one
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Re: Internal level design

Post by Chris »

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Re: Internal level design

Post by pawq »

orka paint, but there are more, the upper big polys are mirrored ones from the other lev 8D
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Re: Internal level design

Post by milagros »

actaully its quite ez to confirm whether they are made form each other - the lefttop, righttop and rightbottom corners seem to be at exactly same point
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Re: Internal level design

Post by Zweq »

this or that but i guess everyone agrees bounce back is much better lev than preca ._.
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Re: Internal level design

Post by Igge »

that is not the point!!!!! >:@@@@@
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Re: Internal level design

Post by pawq »

i can dont agree :%%%%
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Re: Internal level design

Post by milagros »

not very surprising zamppe has both wrz
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Re: Internal level design

Post by Igge »

equally unsurprising mila has neither. get to work, pro; one is not enough.
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Re: Internal level design

Post by milagros »

i have 54 wrs only noone knows
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