Level Design Patterns in 2D Games
Forum rules
Please follow the common behaviour rules (viewtopic.php?f=113&t=2199) and write english-only.
Please follow the common behaviour rules (viewtopic.php?f=113&t=2199) and write english-only.
- deen
- Posts: 3576
- Joined: Mon May 05, 2014 2:30 pm
- Player profile: https://ddnet.org/players/deen/
- Discord: deen#5910
Level Design Patterns in 2D Games
Maybe something interesting for DDNet maps in there: https://www.gamasutra.com/blogs/AhmedKh ... _Games.php
-
- Posts: 162
- Joined: Mon Jun 06, 2016 2:29 pm
- Location: Poland
- Player profile: https://ddnet.tw/players/-9479--187-M-237-M-171--9479-/
Re: Level Design Patterns in 2D Games
Pretty much only "tip" useful for teeworlds/map making from that post.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.
Re: Level Design Patterns in 2D Games
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.
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.
Who is online
Users browsing this forum: No registered users and 6 guests