do you think you could design good levels?

Recommended Videos

Trivun

Stabat mater dolorosa
Dec 13, 2008
9,831
0
0
TheNumber1Zero said:
Trivun said:
To avoid doing what I've done so far and give me some motivation, so it doesn't go the DNF way:

LAUNCH DATE: Sunday 14th February 2010...
Is it gonna be one of those free Browser based ones?

On Topic: No, no I could not. I could try, but ultimately I would forget what I had planned halfway through and would end up making mediocre, bland, unbalanced levels.
Yes, and it will be up on Yoyogames.com.

stinkychops said:
Trivun said:
I hope so, I want to do it as a career after all. I'm hoping for a job in Level Design when I graduate. I'm almost finished making a small indie game though, so when it' one I'll post the link on the site and you guys can judge my design skills for yourselves :).

To avoid doing what I've done so far and give me some motivation, so it doesn't go the DNF way:

LAUNCH DATE: Sunday 14th February 2010...
That's two days away!
TWO DAYS!
This is madness.
Oh, you're just tempting me now...
 

TheNumber1Zero

Forgot to Remember
Jul 23, 2009
7,345
0
0
Trivun said:
Yes, and it will be up on Yoyogames.com.
Cool. Link me when it gets finished.
stinkychops said:
That's two days away!
TWO DAYS!
This is madness.
No, this is Escapist [sub]
Bet you thought I was gonna say Sparta, didn't you?[/sub]
 

Nalgas D. Lemur

New member
Nov 20, 2009
1,318
0
0
For an FPS? No, not without a lot of learning, testing, and trial and error. I don't play them seriously enough to have as good a sense of what kinds of features are important to make a map both fun and balanced. For some other kinds of games, yes, and I've done it, although not in anything released commercially so far. To do it right, it ends up being a lot more work than you'd initially think, which is probably why there's so much unfinished crap out there when you look through user-created content, with only the occasional great idea that's well-executed.
 
Aug 18, 2009
356
0
0
Sexual Harassment Panda said:
awesomebillfromdawsonville said:
Here's one. A crackhouse.
awesomebillfromdawsonville said:
Or a whorehouse. It really depends on what kind of game we're making here...
A SWAT game, by the sound of it. Or maybe Leisure Suit Larry: Goes off the rails.
A SWAT game? Really? I was going more for one of those 4-player fun for the family games on the Wii...
 

Disaster Button

Elite Member
Feb 18, 2009
5,237
0
41
I know I could design a good level, maybe a few or maybe a small story arc (maybe a biggish one if I sat down and planned it out) but I don't know if I could maintain the same quality throughout the game without really pushing myself and doing lots of research or planning.
 

thom_cat_

New member
Nov 30, 2008
1,286
0
0
I already do...
here's a snapshot of one now.


On a completely unrelated note...
If you play any source games help me win a contest by downloading my awesome sprays
http://www.gamesprays.com/member/fluffles/contest/motivational-game-spray-contest-3/
 

solidstatemind

Digital Oracle
Nov 9, 2008
1,077
0
0
I have in the past. One of my original UT levels was the 2nd or third most popular downloads for a couple of months. Of course, I've had more stinkers than awesome.

A big part of this equation is what type of game you're talking about: I don't like puzzlers, so the level I designed in LBP was steaming hot garbage. I've been meaning to learn the Source editor and come out with a L4D2 campaign idea that I've had for a while, but I haven't had time... Maybe it's time to MAKE time.

Hmmm.
 

Joe Deadman

New member
Jan 9, 2010
550
0
0
Nope and there's two reasons for this: 1. I tend to give up easily and 2. I have no sense of balance.
 

Trivun

Stabat mater dolorosa
Dec 13, 2008
9,831
0
0
stinkychops said:
Trivun said:
TheNumber1Zero said:
Trivun said:
To avoid doing what I've done so far and give me some motivation, so it doesn't go the DNF way:

LAUNCH DATE: Sunday 14th February 2010...
Is it gonna be one of those free Browser based ones?

On Topic: No, no I could not. I could try, but ultimately I would forget what I had planned halfway through and would end up making mediocre, bland, unbalanced levels.
Yes, and it will be up on Yoyogames.com.

stinkychops said:
Trivun said:
I hope so, I want to do it as a career after all. I'm hoping for a job in Level Design when I graduate. I'm almost finished making a small indie game though, so when it' one I'll post the link on the site and you guys can judge my design skills for yourselves :).

To avoid doing what I've done so far and give me some motivation, so it doesn't go the DNF way:

LAUNCH DATE: Sunday 14th February 2010...
That's two days away!
TWO DAYS!
This is madness.
Oh, you're just tempting me now...
Hey, didn't realise you'd got a new avatar. So used to the old imp.
Yeah, had it done with the Avatar Design Team a few weeks ago. Based on one of my short stories, so it's pretty unique :)
 

Mr. GameBrain

New member
Aug 10, 2009
847
0
0
It depends on how flexible the engine is, (I have BIG ideas).

Like if it was a modern FPS engine with good physics, I would like a level which changes the way the deathmatch plays out while you play it.

So if you were in a shootout in a giant aquarium/underwater lair, if someone uses a rocket launcher and launches it at a weak point of a glass wall, the arena begins to fill up with water. Dangerous fishes begin to flood into the arena and start attacking the players. A timer could start, and then the fight turns from a fragfest, into a battle, to escape the arena.
Of course a system could be activated to reverse the effects, but you would have to take down the exotic fishes in the water in order to activate the machinery to repair the wall.
In effect, the losing team can reverse the situation and win, but the frags still count, so if they do it too late, they may end up losing anyway, (as the winning team could just finish them off). The winning team would have to decide to either capture the area where the escape route is and hold it off from capture long enough to escape, or they have a last ditch effort to kill the enemy team before they escape.

EDIT: Of course, an additional strategy for the losing team, is to blow the hole, and then set up a trap for anyone going to mend the wall. Its another possible way of catching up.
In essence, the game becomes as much about strategy, as it does teamwork and skill.

Unfortunately, I'm an ideas man rather than an actual do-er, (I can't get my head around coding, and mapping, and the third dimension scares and confuses me!)
 

azncutthroat

New member
May 13, 2009
1,260
0
0
I made some good melee maps on Starcraft (but never UMS; I just can't figure out the triggers). Back in the day, I also made some maps on Time Splitters, and years later some Halo 3 on Forge. My friends really enjoyed the levels I made, so I guess I'm okay...