So how does the level design process for you guys, go? I still haven’t used my graph paper that I bought because I realized that as you’re making levels in game, you’re putting all of your stuff on one huge graph. I still think I’ll find a use for my paper when I’m not at home, though, so it will come in handy.
But anyhoo, when I start designing a level, I usually name it and then go from there. I wish I had it all planned out in my head before, but bits and pieces of it come together as I lay it out. I think the only level I made that didn’t take me long was Jump Man, probably because I wanted to keep it simple and have something uploaded. The other two levels and the one I’m working on now have involved hours and days of creation.
I also like to be fair with power ups. So many of the levels I’ve played online have a challenge that not only comes from the enemies but the fact that you can’t get hit. The toughest level I made this far is That Brat’s Castle and all the deaths come from that last section on the lower route. Yeah, there’s an upper route but I didn’t want it so painfully obvious that one is there. One of my favorite things about the Super Mario games was that they reward curiosity so I wanted to do that with this level. Though I do think I may have made the lower section a bit too tricky.
Well my thought process for it is bound to change as I make more levels, but with my first actually original level I wanted to use a game/stage combination that didn’t exist before (SMW+Airship), and from there I thought about why the stage exists. [details=Spoiler]Back when I did SMW romhacking as a little hobby (never released anything) I would always try to make stages that transitioned in ways that made sense, even between stages. For example, the end of one stage would have a small preview of the next stage, or show you a pipe or door if there was a warp or Ghost house next. That’s why I set the warp pipes where I did. Unfortunately, lack of space prevented me from getting everything exactly as I wanted, but it was good enough for me, as it probably doesn’t matter to most people who would be playing my level. I was thinking about Super Mario Galaxy at the time as well, and I remembered the Bowser and Bowser Jr stages, which sometimes had multiple airships, which is why I went that route, instead of doing a huge airship.
I didn’t want my level to be considered difficult, so I avoided putting too many enemies, and put a generous amount of power-ups in the level that are all directly in your path in the level, so they were easy to get. The only thing that people probably didn’t get was the one up mushroom I put in a hidden block above the homing bullet cannon. Since my theme was an airship level, I focused on enemies that would most likely appear on an airship, if Nintendo were to make the level. But I avoided goombas, because they serve the same purpose as Koopas in SMW. The koopa-Rocky combination was just a bit of experimentation, as I had realized halfway through making the level that I had forgotten the enemy most associated with airships. As I said in an earlier post, Bowser Jr and Bowser’s rooms had gone through changes as I tested the level a bunch of times until I felt like it would be easy enough for most people to get through the level[/details]
TL:DR - Logical stage design, smooth transitions, low difficulty.
I played through everyone’s first levels and then followed everyone to get quick access to the ones I haven’t gotten to yet. Po, your castle is awesome, very classic and well paced.
Love the ghost house, Sonic, great use of effects and secret vines
Reggie, Jump Man has really fun level design and Rugalitarian’s Piranha Plant Paradise is one of my favorites. Mad fun!
Josh, fuck you.
And Davidstar, fuck you even more.
I’ll get through more of y’all’s levels this weekend.
Good shit, everybody! I feel like a kid again playing this game XD
You know what you did, lol. You and your Kaizo shenanigans. As of last night it had zero clears. I still gave you a star though. Do you need to keep the propeller suit? I keep losing it on the spikes at the first P switch, and then dying before I can activate the switch underneath where the coins are.
Going to work on getting through yours and Josh’s levels this weekend probably. I think Josh’s is more doable, though.