Difference between revisions of "Level Designing Etiquette"

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When you are designing a level, there are several important guidelines to remember:
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When you are designing a level, there are several guidelines to remember:
* Be careful with gravity. It is recommended to put an arrow next to the gravity apple to tell the direction of the gravity, so that the player won't be surprised at the gravity change.
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* Place arrows next to gravity apples to indicate the direction of gravity.
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* Avoid placing two polygons too close to each other if the wheels are supposed to fit between them. Wheels getting stuck between too tight gaps results in [[bugs]], such as speeding up unrealistically fast. The result depends highly on the [[tuning|FPS]] and thus is most unfair and undesirable. Battles that include or depend on such spots will usually be aborted.
 
* Speedloops, levels with very fast parts and big loops, are generally considered boring and unwanted.
 
* Speedloops, levels with very fast parts and big loops, are generally considered 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).
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* Make sure your levels are suitable for the battle mode you choose.
* If you are going to put the level up as a [[battle]], choose the battle time with care, usually too much time is better than too little time. Use common sense though; moderators can and will stop a ridiculously long battle on a short level.
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** Survivor battles should obviously not have spots where it's easy to stop completely.
* Avoid placing two polygons too close to each other if the wheels are supposed to fit between them. If the space is too tight, unexpected behaviour might happen, such as speeding up the bike unrealistically fast or completely stopping it. The result depends highly on the [[tuning|FPS]] and thus is most unfair and undesirable.
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** Slowness battles should also not have spots where it's easy to stop, unless that loss of momentum makes finishing the level hard.
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** Flagtag battles need to allow players to move freely in many directions. Dead ends that are hard to escape will get the flag stuck. Gravity apples are an easy way to allow mobility.
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* Many players have strong preferences regarding battle time, but there are no strict rules. Sometimes moderators will stop e.g. a ridiculously long battle on a short level.
 
* Do not make invisible polygons.
 
* Do not make invisible polygons.

Revision as of 14:24, 8 May 2015

When you are designing a level, there are several guidelines to remember:

  • Place arrows next to gravity apples to indicate the direction of gravity.
  • Avoid placing two polygons too close to each other if the wheels are supposed to fit between them. Wheels getting stuck between too tight gaps results in bugs, such as speeding up unrealistically fast. The result depends highly on the FPS and thus is most unfair and undesirable. Battles that include or depend on such spots will usually be aborted.
  • Speedloops, levels with very fast parts and big loops, are generally considered boring and unwanted.
  • Make sure your levels are suitable for the battle mode you choose.
    • Survivor battles should obviously not have spots where it's easy to stop completely.
    • Slowness battles should also not have spots where it's easy to stop, unless that loss of momentum makes finishing the level hard.
    • Flagtag battles need to allow players to move freely in many directions. Dead ends that are hard to escape will get the flag stuck. Gravity apples are an easy way to allow mobility.
  • Many players have strong preferences regarding battle time, but there are no strict rules. Sometimes moderators will stop e.g. a ridiculously long battle on a short level.
  • Do not make invisible polygons.