Difference between revisions of "Level Designing Etiquette"

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* Make sure your levels are suitable for the battle mode you choose, and not too hard (or easy, depending on the battle type).
 
* Make sure your levels are suitable for the battle mode you choose, and not too hard (or easy, depending on the battle type).
 
* Choose battle time with care, usually too much time is better than too little time.
 
* Choose battle time with care, usually too much time is better than too little time.
* Avoid placing two polygons too close for the wheel to fit in properly. This results in unexpected behaviour such as speeding up the bike or slowing it completely down. The result is [[fps]]-dependable and thus mostly unfair and lame.
+
* Avoid placing two polygons too close for the wheel to fit in properly. This results in unexpected behaviour such as speeding up the bike or slowing it completely down. The result is [[tuning|fps]]-dependable and thus mostly unfair and lame.

Revision as of 06:21, 25 September 2008

When you are designing a level, there are several important "rules" to remember:

  • Be careful with gravity.
  • Speedloops, levels with very fast parts and big loops are generally considered to be boring and unwanted.
  • Make sure your levels are suitable for the battle mode you choose, and not too hard (or easy, depending on the battle type).
  • Choose battle time with care, usually too much time is better than too little time.
  • Avoid placing two polygons too close for the wheel to fit in properly. This results in unexpected behaviour such as speeding up the bike or slowing it completely down. The result is fps-dependable and thus mostly unfair and lame.