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27117 Posts in 1549 Topics- by 1995 Members - Latest Member: margarette1980

May 24, 2013, 04:50:34 PM
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Author Topic: The Guidelines of SMB Design  (Read 4432 times)
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« Reply #15 on: February 24, 2011, 08:20:47 PM »

Added. Think I could get a sticky? /beg 
There's talk going on behind-the-scenes of somethings that may be enacted when the Editor and Portal are released. Stay frosty, my friends.
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« Reply #16 on: February 24, 2011, 08:23:59 PM »

Keep it Varied (AKA don't just stick razor shooters everywhere):
We all have our favorite hazards, but nobody wants to play a level that's filled to the brim with razor shooters and nothing else.  If you're looking to make a portion of the level harder, don't just throw 3 or 4 razor shooters in and call it a day.  Make sure to think very carefully of a fun, clever, unique, or fitting way to make the portion harder.  Remember, how much thought you put into a level is reflected by the final outcome.

Also a sticky would be cool.

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« Reply #17 on: February 25, 2011, 06:03:48 PM »

I disagree with keeping it varied as a solid rule. Some levels work fine under a simple repeated theme, and I think all the rules there are fine now.
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« Reply #18 on: February 25, 2011, 06:07:00 PM »

I disagree with keeping it varied as a solid rule. Some levels work fine under a simple repeated theme, and I think all the rules there are fine now.

A theme is okay, as long as you vary the application of said theme throughout the level.  Maybe I was being a bit too harsh since I had just played a big handful of levels all of which relied too much on placing a shit ton of saw blade in what seemed like a totally random nature.

Perhaps better advice would be think before you place each hazard?

Edit: its also worth noting that none of these are going to be applicable 100% of the time.  They're not rules, they're tips.
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« Reply #19 on: February 25, 2011, 06:15:06 PM »

Keep it SENSITIVE This means nothing racially or religously insensitive like swastikas, stars of david, crosses, et cetera. I don't want to open up SMW to find a priest preaching through my game. 
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« Reply #20 on: February 25, 2011, 06:20:09 PM »

Keep it SENSITIVE This means nothing racially or religously insensitive like swastikas, stars of david, crosses, et cetera. I don't want to open up SMW to find a priest preaching through my game. 

Swastikas are like cocks.  Give people an editor and it will happen.  I wouldn't expect many religious levels though.  There's always that one nut who is so fucking religious that he needs express it through level editing, but that one nuts level will come and go.
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« Reply #21 on: February 25, 2011, 06:23:04 PM »

Nice topic so far! I have something that I would like to add, as well:

Keep it Neat
One of the ultimate goals of the level is, not only to provide a sense of accomplishment upon beating it, but also to leave a lasting impression, possibly even inspire other people to create levels like yours. But nobody would get a good impression of your level if it doesn't look good. There's a definite difference between a plain level and an ugly level. Just because you have a laser-light show flashing 200 times a minute to your favorite Arcade Fire songs in the background doesn't always mean that everyone will find it appealing. Always try to keep it neat for the general audience. This means mostly basic stuff, such as supports for buzzsaw towers, trees for outdoor levels, piles of salt for factory levels, not just a random blob of items arranged into an Art-Deco piece! In this case, neat also means easier to navigate. If you can, make the main path of the level stand out somehow, so players will find it easier to traverse. In this case, it could make the level a bit easier!  
^^^Even if the above idea isn't used, I'm still using the philosophy in my levels. 
« Last Edit: February 25, 2011, 06:33:01 PM by Blatch » Logged
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« Reply #22 on: February 25, 2011, 06:25:45 PM »

I just think if you're going to give advice, keep the advice simple.

I think all the rules above cover almost everything, and adding more will just overcomplicate things, contradicting the very advice we're trying to give (i.e Keep it simple)

Also the majority of suggestions for new rules are pretty much saying almost the same things as the rules in the OP already do. The topic needs to be about giving good advice, not a competition to make new rules up.
« Last Edit: February 25, 2011, 06:28:07 PM by Stevolutionary » Logged
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« Reply #23 on: February 25, 2011, 06:27:22 PM »

Yeah...I don't wanna clutter it up a bunch.
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« Reply #24 on: February 25, 2011, 08:33:43 PM »

I vote to Sticky/Wiki this. It's cool!

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« Reply #25 on: March 01, 2011, 09:36:28 PM »

Keep it: uh... just KEEP IT!

Remember to save often and keep a duplicate copy elsewhere after you make major changes!




You don't need to add this... I just thought it was funny.
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« Reply #26 on: March 02, 2011, 05:03:46 AM »

Keep it original... Damn. My chapter is going to be pretty much a summary of the game's chapters.
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« Reply #27 on: March 02, 2011, 03:39:24 PM »

Keep it Singular

As in no char changes per level. unless ur using the full editor. but foir now
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« Reply #28 on: March 02, 2011, 04:27:54 PM »

Keep it Singular

As in no char changes per level. unless ur using the full editor. but foir now


You can't switch characters mid level in ANY format, so I don't know what this means ?_?
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« Reply #29 on: March 02, 2011, 06:40:55 PM »

Keep it Meat Boy.  Seriously, no one is going to see your levels in the portal if you make them all in Tony Hawk Pro Skater 2's level editor.
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