Level Types

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Re: Level Types

Postby Yoshi Boo 118 » January 2nd, 2013, 2:17 pm

MessengerOfDreams wrote:Woah, so no one likes story levels. I guess everyone was just trying to make me feel special or something, cause apparently all the people who liked mine or Amp's were just full of it. Hmm.


AHEM.

In case you didn't know, I love story levels, as long as they don't drag out with a ridiculous amount of signs. And I have made plenty of story based levels as well. You know, my "Paper Mario 64" series, MMMMMM, and most of the others I've made. I think the reason I like even a little bit of story is that I dislike no explanation. If I just play a level, I want to have some reason I'm traveling to the end. Whether or not just escaping a cave is a story is personal opinion, but it's something I enjoy.

Also I frequently find a mix of these types of levels all the time. So many puzzle-platformers are out there for everyone to play. For the most part I do like any level, but stories when done right can be my favorite (especially when mixing in other level elements)
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Click on the left and right side of my main signature to see my Level Series (Paper Mario 63) and my Levels!

Stories (That are more than just a prologue long):
Unlocked (One of my first stories, pretty much abandoned now)
Koopa's Final Blow (Halloween 2011)
Resonance (Posted here first, but other link is better)
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My fanfics are posted here, where the most recent updates will be on.

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Re: Level Types

Postby KABOOM » January 2nd, 2013, 4:10 pm

(MoD was being sarcastic.)
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Re: Level Types

Thumbs up x1

Postby ~MP3 Amplifier~ » January 2nd, 2013, 6:26 pm

See YB, you are among the few who love story levels. Well you do epic ones anyway so no surprise there :p

I think personally that some people can pull off many different level types depending on their style, so Volcove for example, he does epic puzzle levels and MoD did epic story levels and if either of them are done pretty well they all have the potential of winning LDCs and whatnot, so yeah. While platformers are very popular for SM63 I just think that we should have more variety if possible otherwise levels will just feel repetitive all the time. Which is exactly why I use such unusual ideas for levels :3

I think my problem before was that I was so fussed on what people thought about my levels that I spent more time ranting about it than I did trying to be optimistic- while not getting many votes for level designer award in Runouw Votes still bothers me a fair bit, because it makes me wonder if people have belief in me or actually support me, but really the reason is probably because my levels aren't the typical platformer but I really don't want them to be either, lawl. I'm happy and
comfortable with my style and hopefully someday someone will fully appreciate that. (sorry if that someone already exists and I just bothered them with this whole post)

And yaaayy finally got this off my chest

... Even if I did go off topic towards the end. Anyway...
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Re: Level Types

Postby Yoshi Boo 118 » January 3rd, 2013, 8:20 am

KABOOM wrote:(MoD was being sarcastic.)


Heh, out of all the people who are bad at getting sarcasm on the internet, I might be one of the worst. But anyway, I still wanted to say what I said. :3
ImageImage

Awesome Things, and My Works: show
ImageImage

Credit to Buff for my normal avatar and lordpat for the Red Yoshi sig. Ninny made the Valentine's Gift. <3 Thanks!


Click on the left and right side of my main signature to see my Level Series (Paper Mario 63) and my Levels!

Stories (That are more than just a prologue long):
Unlocked (One of my first stories, pretty much abandoned now)
Koopa's Final Blow (Halloween 2011)
Resonance (Posted here first, but other link is better)
The Gibus Games (TF2 related)
My fanfics are posted here, where the most recent updates will be on.

Image
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Yoshi Boo 118
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Posts: 1700
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SM63 Level Designer Contest Winner
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Thumbs Up given: 139 times
Thumbs Up received: 102 times

Re: Level Types

Postby lordpat » January 3rd, 2013, 12:40 pm

~MP3 Amplifier~ wrote:See YB, you are among the few who love story levels. Well you do epic ones anyway so no surprise there :p

I think personally that some people can pull off many different level types depending on their style, so Volcove for example, he does epic puzzle levels and MoD did epic story levels and if either of them are done pretty well they all have the potential of winning LDCs and whatnot, so yeah. While platformers are very popular for SM63 I just think that we should have more variety if possible otherwise levels will just feel repetitive all the time. Which is exactly why I use such unusual ideas for levels :3

I think my problem before was that I was so fussed on what people thought about my levels that I spent more time ranting about it than I did trying to be optimistic- while not getting many votes for level designer award in Runouw Votes still bothers me a fair bit, because it makes me wonder if people have belief in me or actually support me, but really the reason is probably because my levels aren't the typical platformer but I really don't want them to be either, lawl. I'm happy and
comfortable with my style and hopefully someday someone will fully appreciate that. (sorry if that someone already exists and I just bothered them with this whole post)

And yaaayy finally got this off my chest

... Even if I did go off topic towards the end. Anyway...


Well, I love stories and I am not good at writting them so eat it.

I find to like all three types equally, although I have not seen enough puzzle levels to say I have a very formed opinion about it. I do say that I like hybrid the most, althought to be fair the large majority of levels are at least half plattaformers.

As for signs forests needed to be told a story, I can't say I agree. Sometimes stories may require few signs, and some may not need signs at all.
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Re: Level Types

Postby SuYo1141 » January 3rd, 2013, 12:45 pm

I, for one, love story levels...when they're executed properly. I feel that a story level needs to combine platforming, puzzles and story-oriented challenges, while maintaining flow. Unfortunately, I feel that some story levels such as Tearing Paper and Dark have fallen victim to breaking flow several times in the level. If one is to create a successful story level, they need to separate the pure platforming/puzzles with the story elements such as signs, unless it's necessary to inform the player of an otherwise invisible hazard, like the invisible fence-wall in Tearing Paper. MMMMMM is the only story level I've played that got it right in my eyes, because most of the level was oriented around puzzles, and thus, there wasn't any fast-paced flow amidst the puzzles, and the level was otherwise ball-bustingly difficult without helpful signs anyway. The key, when making a story level, is to allow for flow alongside storytelling.
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