
01-21-2002, 05:58 AM
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Oldbie
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Join Date: Dec 2001
Location: Maine
Posts: 606
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The problem is not with the amount of detail you put into a level, but where you place it. This level, (the second snap) I'm looking at right now, doesn't seem to have tiling errors and such, but it's lacking design. Looking at a level like this, I think to myself, where do you walk? the trees are in the way of most flowing movement, and there's no path... Try removing some trees or sliding them away from the house to make a little bit of a clearing around it. A path isn't nessairy, but at least do something to sho that trafic flows in the area of the path, an example would be leaving it free of any special tileing-- e.g. don't go and put a mushroom where people walk. Another thing, depending on where the level is, and what you want out of it, you might try adding some things, such as chairs or a place to sit, and perhaps add a little hill using platform entries at each side of it to give the terreraine more depth.
Again, when you make a level, think of where you want people to be going, and make the level almost pull them in that direction. |
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What am I still doing here?
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