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Single Player Level Design Tips

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Mystic

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I wrote these up a while back, but I think it applies a lot now when everyone is making Single Player stages for the first time.

* The player should be able to beat the stage the first time with sufficient skill. That doesn’t mean the stage should be easy, but it does mean that your level should never use traps in such a way that a player who does not know about them cannot avoid. In other words, don’t make it so that if they activate the trap without knowing about it, they immediately die. A good example of a good trap is the prison in Castle Eggman 2. If the player accidentally sets it off, they have a lot of enemies to worry about, but they certainly can make it if they run or are good at fighting.

* Blind jumps are always bad. The player should always be able to see what they are trying to jump to. This is not as much of an issue in a 3D game where you can see forward, but if the room is too dark, they won’t be able to make the jump.

* Mazes are bad. Getting lost in stages is one of the most annoying things if it’s hard to find the exit. Some of my own levels suffer from this exact same problem, like Verdant Forest, so don’t think I’m not aware of how hard it is to avoid this problem.

* Use a lot of Star Posts, especially before dangerous areas. Nothing is more annoying than getting past an insanely difficult area only to immediately die at the next one, and then having to do it all over again.

* Multiple paths are a very good thing. It takes a long time to do, but it’s worth it in the end because having many ways to get through the stage adds replay value and makes the stage more interesting.

* Adding a lot of scenery often takes time, but a good visual presentation never hurt the stage unless you go way too overboard. Watch your framerate if you’re adding visual effects, and generally don’t do the visual effects until you’re done with the rest of the stage, so you know how much it’s affecting the framerate.

* Don't place too many enemies. Having 15 Eggmans on the screen at the same time may be amusing the first time, but it's not all that particularly interesting the 3rd or 4th time. Remember the difficulty level you're aiming for with your stage as well, so don't put Jetty-syns in a stage that's supposed to be easy.

* Variety is good. Especially in a single player stage, having a lot of different stuff in the stage makes the level much more interesting and enjoyable. Having a variety of scenery and layout in the stage makes it more fun.

* Test your stage by letting others play it. Have a few people you can trust and let them play your betas, and find out what they like and don’t like. Getting player feedback is the most important thing of all, and without it, I would still be making tiny levels like Crawla Valley with a million bugs.

Comments and additions to the list are welcome.
 
* If you are really bored and have nothing else to do, or are in class, draw up a map or come up with interesting ideas no one else has thought of :).
 
Well, how DO I add more starposts?
In my SonicRacetrack WAD, I had multiple starposts, but only the first one you run into turns on. :|
No, not the you're SUPPOSED to run into. Only the first one you run into, whether you're supposed to or not. I checked.
 
HEX. Starposts are OBJ flags in HEX.
Anyways, how can I test it if you can't release da level before the contest?

Anyways, my level is going to suffer from the first.

Just so you know, stay away from the rising water, and when you hit the button, RUN LIKE A TREE unless you want to get swept back a ways. Into the death pit. Back to the start... CHECKPOINTS!!! That's it!
 
Mystic said:
2. The map may not have been publicly released before.

Publically being the key word, give it to a couple of friends to test it, just not the whole damn community/chatroom :P.
 
SRB2-Playah said:
Well, how DO I add more starposts?
In my SonicRacetrack WAD, I had multiple starposts, but only the first one you run into turns on. :|
No, not the you're SUPPOSED to run into. Only the first one you run into, whether you're supposed to or not. I checked.
Star Posts work in a rather idiotic way currently. There are hard-coded values that you have to use for the bitset to get it to work. The last digit is whatever is already there, so subtitute the last digit for X.

Star Post 1: 0x000X
Star Post 2: 0x001X
Star Post 3: 0x002X
Star Post 4: 0x004X
Star Post 5: 0x008X
Star Post 6: 0x010X
Star Post 7: 0x020X
Star Post 8: 0x040X
Star Post 9: 0x080X
Star Post 10: 0x100X
Star Post 11: 0x200X
Star Post 12: 0x400X
Star Post 13: 0x800X

You can't have more than 13 Star Posts under the current system. Also, you cannot give them a height above the ground, so to place Star Posts in the air, you must use the Insta-Lower feature.
 
How else can we make it so you can specify in what order the starposts work? :?
 
TIDs?

But then, that'd require, like, a pretty big rewrite of some of the engine's code. It'd be pretty sweet, though.
 
SSNTails said:
How else can we make it so you can specify in what order the starposts work? :?
I don't think a441 did it before leaving, but the idea I had was to use the difficulty flags, since any map using the difficulty flags to remove Star Posts from harder difficulty levels is kicking itself in the foot.

Hence, I'd love to do the Star Posts by using the final digit, 0 for the first Star Post, F for the sixteenth. The main benefit here would be that it would be really easy to place the Star Post on an FOF without Instalower.
 
Come to think of it...

Mystic said:
Having 15 Eggmans on the screen at the same time may be amusing the first time, but it's not all that particularly interesting the 3rd or 4th time.
I wasn't even aware you could DO that. I could've sworn that the engine crashed if there was more than one Eggman... but then, when I'd attempted that, it was by modifying the Chaos values, so it's probably just related to that.

I should experiment with that, actually. Having 15 Eggmans isn't really on my agenda, but having you fight him more than once in a stage wouldn't be too bad; it'd add some variety.
 
It's Eggman's Uber Evil Twin.
Instead of controlling the world, he wants to destroy it.
 
Man has it been on haidus. I mean, everyone on the SRB2:DX team (cept Jason) is like 13-14 years old, so we still go to school(god dammit)
 
That doesn't mean that you don't have time to work on it after school, or on weekends. Hell, I still go to school, and I always have time. (But I'm 17. I don't know if that makes a difference or not.)
 
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