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04-19-24 09:19 PM
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Xeogaming Forums - Gaming Discussion - Good Level Design | |
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TiTan182

Merchant








Since: 09-04-05

Since last post: 6760 days
Last activity: 6724 days
Posted on 10-09-05 10:20 AM Link | Quote
In your opinion, what are some aspects of good level design? This can be for any kind of game.
The Accidental Protege

Iggy Koopa
I\"m your accidental protege...
The gift, the blood, the thrownaway...\"










Since: 03-08-05
From: Marching on the city of Southern Cross

Since last post: 950 days
Last activity: 950 days
Posted on 10-10-05 08:06 AM Link | Quote
Considering it's an RPG that's being made, I always like good puzzles with lots of event fights, and good opportunities to get cool stuff.
Astrophel
Fear will kill your mind and steal your love as sure as anything;
Fear will rob you blind and make you numb to others suffering









Since: 10-03-04
From: Azul Lux Orbital, Kirin Beta

Since last post: 2264 days
Last activity: 1114 days
Posted on 10-10-05 03:13 PM Link | Quote
In an RPG: I like relatively simple dungeons (early on, and that's where some people have problems making them) with a few good puzzles, and some very well hidden (and very valuable) items.

... shit, I remember one item that my friend Phillip found in FFVI.. it was in that mountain area right after South Figaro... I couldn't believe it; I had cleared that area MULTIPLE times, and never got it. That's what I mean by well-hidden items...

though how he found it on his first try, I'll never know.

In a platformer: Background scenery must be used well. Additionally, no cheap one-block jumps unless it's just to get to a secret area (that isn't required to beat the level/game). The level should be interesting, one in which you're never just walking forward, and it should flow relatively well and each level should have a focus; if there's a relatively flat level with most jumps being over pits and short obstacles, it doesn't follow to stick a tall wall in there.


There, that's my two cents on two types of games.
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