Apple2012's Fine Blog
Level Building Tips - Part 2: Features
by, 05-29-2012 at 05:57 PM (237 Views)
I am back with ten more rules on level building, but today, it's about the parts of your level. I've been inspired by a level that tells you what you should make and what you shouldn't make. Like I said, there are some things you should never do, things you should always do, things that are recommended that you do, and things that are okay to do. Here are the rules for today:
- Use a specific feature only once at one section, but it doesn't have to be once throughout the entire level. Monotomy is a bad thing to put in levels. I made a few levels with monotomy features, like the time you have to go through these ice walls. There are too many of them, and you have to go through all of them to get to the checkpoint. This is what I mean use a specific feature only once per section (or twice if you use it wisely.
- Do not scribble all over the matrix (level building field) to make the level. Try using the grid feature to build your platforms or buildings. It will make things even.
- Please use all three layers when you build a level, but do not use all three layers at once or for the same purpose. It shows laziness and it makes the level harder to complete. Just use each layer creatively.
- Do not put two staircases together (like a stair mountain). Just use them creatively. Make them even.
- Do not import any of these objects from story mode into your level. This means contraptions, enemies, obstacles, and vehicles. They were good for the level they were seen, but not yours.
- As of what Rule #5 is, make your own contraptions. It would be nice to see your work. Make your own enemies too (like armadillos). If you want vehicles, make your own. Don't use the story objects or community objects. Of course, don't steal the ideas from other people.
- On a related note, do not put a controlinator on a simple piece of material and call it a vehicle. You need to spend more time, and avoid laziness. And we had enough from the nukes.
- There are three notes pertaining to score bubbles. First, do not embed your score bubbles in material. It makes it look stupid. Use the glue feature to place the bubbles. Second, keep all score bubbles at the same size. There's no need for giant ones. No matter how big a score bubble is, they are worth the same. So no tiny ones or big ones. And third, like I always said on the previous rules, use each feature creatively. This includes score bubbles.
- Always stick with the theme. If the entire level is just one theme, it's good. You don't want to mix themes together. Using materials from two different themes like Avalonia and Factory of a Better Tomorrow is okay, but having aliens in a Southern themed level isn't a good idea. And make sure the music matches the level. Imagine using a spooky themed music (Weddings Int) in a pirates themed level. Bad. What about an Asian themed music (Island Int) in a Chinese themed level. Good.
- Doors, elevators, teleporters, lights, and disappearing traps are okay if used or unused, but using them will make your level better. Be sure to work out the logic.
That's all for today. If you like to, please leave a comment and talk about how you like these rules. Tomorrow, I will have more rules in.