Hello, good evening.
As you may know, I work on Temporal Line, a mod that I hope will be respected. But I want to have a very good level design. I think that's something we have or not. I want to make very good levels like those of Tortured Planet. I think my main problem rests not on Things (bonus, enemies) but especially for the disposal sector. You're going to redirect the SRB2 WIKI, I know, but I do NOT want this.
What I come want here looks simple but in reality it is certainly a very complicated thing to SRB2. Thus, I demand answers and make sure the levels will be correct. I would preferably councils by experienced builders.
To prevent the wiki links, I want this :
Here are several sentences. I ask you to confirm correct those false and confirm real ones.
- We need to create wide corridors. Mecha / Techno size : about the beginning of ERZ1 , and Nature size : around the beginning of Sunshine Atoll Act 1.
- The rings are usually either be placed in a circle or in small lines of 3 or 5.
- "Decoration" : create small platforms slightly higher or less high than the ground or Sonic short (decoration). This allows not leave land empty and flat.
- I want to emphasize on this, because it is probably my biggest fault level design (check it if is wrong): Do not create a single path. Urban style (ERZ or THZ) is MUCH harder to insert various ways, and in general the roads are divided into two branches very visible and can maybe stop the player that he chooses his path, left or right.
However, the style nature, specially like Sunshine Atoll (again, yes.) Is much easier to create multiple paths that do not resemble two branches visible.
- Bonuses, the "risk vs. reward" : bonuses are small "gifts" to the player who takes the time to visit the place, he will be rewarded by a little bit of rings, or something small (Ring boxes, shields maybe ...) It is important that the bonus hidden behind walls or other things can be tracked using a different texture, for example (like the grid Greenflow with cracks.)
The risk vs. reward offer great gifts to the player. It's more powerful shields, invisibility, 1-Up, etc.. However, I must be careful that Knuckles and Tails are not too many advantages to Sonic to get these rewards.
It is preferable that the paths that lead to rewards is dangerous and within sight of the player.
There. Now, please, NO LINK WIKI. I read it.
I work on a "mini-pack" that contains all types of environments: city, forest, beach, desert, water (style DSZ), space, etc.. I will accept all your criticisms and I apply a maximum of it : I want to have the same L. design as Fawfulfan!
Thank you so much, it's an advanced topic.
As you may know, I work on Temporal Line, a mod that I hope will be respected. But I want to have a very good level design. I think that's something we have or not. I want to make very good levels like those of Tortured Planet. I think my main problem rests not on Things (bonus, enemies) but especially for the disposal sector. You're going to redirect the SRB2 WIKI, I know, but I do NOT want this.
What I come want here looks simple but in reality it is certainly a very complicated thing to SRB2. Thus, I demand answers and make sure the levels will be correct. I would preferably councils by experienced builders.
To prevent the wiki links, I want this :
Here are several sentences. I ask you to confirm correct those false and confirm real ones.
- We need to create wide corridors. Mecha / Techno size : about the beginning of ERZ1 , and Nature size : around the beginning of Sunshine Atoll Act 1.
- The rings are usually either be placed in a circle or in small lines of 3 or 5.
- "Decoration" : create small platforms slightly higher or less high than the ground or Sonic short (decoration). This allows not leave land empty and flat.
- I want to emphasize on this, because it is probably my biggest fault level design (check it if is wrong): Do not create a single path. Urban style (ERZ or THZ) is MUCH harder to insert various ways, and in general the roads are divided into two branches very visible and can maybe stop the player that he chooses his path, left or right.
However, the style nature, specially like Sunshine Atoll (again, yes.) Is much easier to create multiple paths that do not resemble two branches visible.
- Bonuses, the "risk vs. reward" : bonuses are small "gifts" to the player who takes the time to visit the place, he will be rewarded by a little bit of rings, or something small (Ring boxes, shields maybe ...) It is important that the bonus hidden behind walls or other things can be tracked using a different texture, for example (like the grid Greenflow with cracks.)
The risk vs. reward offer great gifts to the player. It's more powerful shields, invisibility, 1-Up, etc.. However, I must be careful that Knuckles and Tails are not too many advantages to Sonic to get these rewards.
It is preferable that the paths that lead to rewards is dangerous and within sight of the player.
There. Now, please, NO LINK WIKI. I read it.
I work on a "mini-pack" that contains all types of environments: city, forest, beach, desert, water (style DSZ), space, etc.. I will accept all your criticisms and I apply a maximum of it : I want to have the same L. design as Fawfulfan!
Thank you so much, it's an advanced topic.