• Do not use Works in Progress as a way of avoiding the releases system! Works in Progress can be used for sharing early betas and for getting suggestions for improvement. Releases of finished content are not allowed in this forum! If you would like to submit a finished addon, click here for instructions on how to do so.

Smartie's World

Status
Not open for further replies.

MrSmartie

Member
After, figuring out how linedef works and some other stuff I'm starting a 2d level pack for srb2 2.0 with the best name ever Smartie's World :). I just started this 2d pack and the first level isnt even finished so this will take a while. I'm a Beginnier at level making so dont get too angry that my levels are too short or too easy or hard.

Level 1: Burning Intro Stage (intill i come up with a better name)
description: A intro stage that is really short but all well. No rings at the beginning because of shortness.
Enemy: Eggmobile, Pointy, Blue crawla
Length: Super Short
images:
http://img3.imageshack.us/i/srb20003.png/

http://img3.imageshack.us/i/srb20004.png/

http://img181.imageshack.us/i/srb20005.png/

http://img30.imageshack.us/i/srb20006.png/

Storyline of game:
Help:
i need no help.

Music:
Its all going to be in midi.
 
Last edited:
You're just starting out, so I know there's plenty of time to improve, but the level structure looks boring. You should only ever make a level boxy like that if it takes place in a man-made locale, like a factory, a castle, or a space station. If you're making a level based in a natural area, like a mountain, a plain, a canyon, a cavern, or something else, the level should have an angular, hilly, rough shape. Even in a 2D level, there should be something elaborate and cool-looking in the background.

Another tip: really low-walled thok barriers do not look good. Unless the level is situated in an elevated area, like a mountain or a plateau, the thok barrier should be at least a few hundred fracunits above the floors of the sectors it borders. That way, you can still see the sky in your level, but it also creates the illusion that the edge of the level is a cliff or a hill that has something beyond it.
 
You're just starting out, so I know there's plenty of time to improve, but the level structure looks boring. You should only ever make a level boxy like that if it takes place in a man-made locale, like a factory, a castle, or a space station. If you're making a level based in a natural area, like a mountain, a plain, a canyon, a cavern, or something else, the level should have an angular, hilly, rough shape. Even in a 2D level, there should be something elaborate and cool-looking in the background.

Another tip: really low-walled thok barriers do not look good. Unless the level is situated in an elevated area, like a mountain or a plateau, the thok barrier should be at least a few hundred fracunits above the floors of the sectors it borders. That way, you can still see the sky in your level, but it also creates the illusion that the edge of the level is a cliff or a hill that has something beyond it.
Thank you for the tips and fawful I start with making the levels boxy then start working on it a bit till it isnt as boxy.
 
Thank you for the tips and fawful I start with making the levels boxy then start working on it a bit till it isnt as boxy.

Like I said, I know it's new, and I'll bear with you. Glad to know that you have big plans for the mod. I'm curious to see what it will evolve into.
 
Status
Not open for further replies.

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top