Level Design Patterns in 2D Games

Guides about mapping and everything Teeworlds related.

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Level Design Patterns in 2D Games

Post by deen » Thu Jun 13, 2019 9:19 pm

Maybe something interesting for DDNet maps in there: https://www.gamasutra.com/blogs/AhmedKh ... _Games.php

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Re: Level Design Patterns in 2D Games

Post by ┇»MíM«┇ » Fri Jun 14, 2019 5:08 am

When creating levels, innovation and variation alone are not enough to provide quality player experience. Having frustrating scenarios, unclear directions or unappealing challenges are reasons that could lead a level to have a negative impact on players.
Pretty much only "tip" useful for teeworlds/map making from that post.

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Re: Level Design Patterns in 2D Games

Post by Pulsar » Wed Jul 03, 2019 1:43 pm

In addition to that, how I see ddnet maps, is that their difficulty can be defined by 3 main categories: brain, skill and failyness.
If you push skill or failyness too far, you just end up with annoying map. Brain is fine as long as it's not confusing or random, and it's pretty much the only thing, that feels rewarding in this game.

Sadly there is some bonus factor, that decides if map is good or not, so even if you make nice and simple map, it might be considered bad.

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