Thumbs up x4
by Venexis » September 13th, 2013, 5:28 pm
Well, I'm not very active in the LD scene anymore, but I can try to give my input, if you'd like.
1) Not at all. Graphics to me is how well you take what you're given and work it into what your theme is. Lush garden paradise? Definitely should have plenty of plant life, rolling hills, and vibrant grass. Desolate volcano? Scattered rocks, a few stunted/burned plants, but otherwise pretty broken and barren. So to address your question, not unless the theme absolutely calls for it. I'm looking at more than just the item placement of trees when rating graphics. It's important, but so is how you work the terrain, and how effective you- as the designer- were at conveying your vision for the level to me.
That being said, the WOW factor for me isn't one specific thing at all, but an overall sense of how easy it is to "slip into Mario's shoes" and experience the world you created.
2) There are definitely some circumstances in which it is preferable to have transitions spaced farther apart. A couple, actually. If you're making a massive castle exterior or similar large structure, I usually prefer to keep it all in one transition because then it's not fragmented. You can see the entire thing at once, stare in awe for a while, and move on. Having a level transition in the middle would ruin this in my mind, because you can only see half of the structure at once (as well as being inconvenient for any platforming challenges that may be involved). If you want the player to experience a large section of a level specifically intended to evoke emotion or for dramatic effect (dread upon seeing a fortified tower base, hopelessness after finding a chasm that can't be crossed without X item) having it unbroken in one frame is definitely the way I'd choose.
Similarly, level transitions are irritating when they are placed too frequently (especially for those with less than ideal computers), so if you need to do a relatively plain section for an extended distance, you can probably get away with spacing transitions farther apart for that area.
3) Finally, this section is entirely how YOU choose, because believe it or not there is no right way or wrong way to go about it. The important thing is to find your own method and enjoy it, because that's what people will remember as your style. Some won't appreciate it (if you're enjoying it, just forget about them :p), but those that do will find it amazing and wonderful without you needing to alter that style.
Anyone can make an amazing level- it's been proven time and time again when an underdog nobody's ever seen before steals first place or makes it into year's best levels. The trick is to have fun with making the level, because then people will have fun playing it.
Essentially, I feel you're thinking too hard about this. If you want to make great levels, don't bother emulating someone else's style. Instead, concentrate on making levels the way you do best and develop your own unique method. Those who appreciate it will let you know (and trust me, you DO have fans :p), and those who don't are irrelevant. It should be fun for you first, and us second.
And hey... Good luck.

10/10, thanks FrozenFire 
Or add me, at Venexis#9902.