Author Topic: Designing Game Levels  (Read 19648 times)

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Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #75 on: December 07, 2011, 05:20:27 pm »
Sorry that it took so long. I kinda forgot abouth this...

Here's my forest level:
http://dl.dropbox.com/u/11215358/ben_g%20forest.inc
http://dl.dropbox.com/u/11215358/ben_g%20forest.lev

Don't worry about it...and again, keep up the good work!  I only have a couple of suggestions:

1. In many rooms, there's so many enemies and objects that the game will slow down dramatically.  Try to cut down this amount down.  And don't forget, you can always feel free to use a combination of walls and objects to provide a player with cover...you don't have to do all walls or all objects.  Walls are less processor-intensive than objects are.
2. You did a good job throwing in plasma cells, this will help with rooms that have 5+ enemies.  The only thing is for these easy levels, you'll want to keep hard enemies and harder enemies to a minimum. 

Thanks again!  I hope that these suggestions are not frustrating you, because I want you to have fun designing these levels.

Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #76 on: January 03, 2012, 07:28:19 pm »
The Beach Levels and the Ice Cave Levels have been claimed, so I have placed an update list on the first page.  You can also click on this link to view it:  http://www.omnimaga.org/index.php?action=dlattach;topic=10401.0;attach=11021

boot, I don't think that the "huge walls" warehouse idea is going to work.  It would slow down the game too much, and require a major hassle to code it in.