What Makes a Great Level?

Discuss the games (no level solutions or off-topic, please).

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Technos72
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What Makes a Great Level?

Post by Technos72 » Sun May 16, 2010 2:22 pm

I have some answers of making great levels like how Keeks and Lizzie do.

Use bugs - like, stinker in a box or sphere. It can be used for another element.

"fun-test" the level - When making a level and testing it, make sure it's fun by making movable things, etc. This is useful for kids levels.

Try to cram stuff in for small ones - like make a level that takes long and is small. It can make it interesting

You guys can add to this
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MyNameIsKooky
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Post by MyNameIsKooky » Sun May 16, 2010 4:09 pm

Don't have too much useless space - try to stuff in as many puzzles as you can.
billy bob
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Post by billy bob » Sun May 16, 2010 6:41 pm

Don't make it so to win the level you have to do tricky timing.

If it is a kids level don't make it really hard.

Don't make it so you have to walk through long paths without puzzle.


The above is what not to do.
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Nobody
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Post by Nobody » Sun May 16, 2010 7:09 pm

Wait, so make kids levels too hard?
i should change my signature to be rude to people who hate pictures of valves
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dlcs18
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Post by dlcs18 » Sun May 16, 2010 7:44 pm

billy bob wrote:Don't make it so to win the level you have to do tricky timing.

If it is a kids level don't make it really hard.

Don't make it so you have to walk through long paths without puzzle.


The above is what not to do.
Double negative! :twisted:
billy bob wrote:Don't make it so to win the level you have to do tricky timing.
Why not? Tricky timing adds a challenge to the level.
dlcs18
billy bob
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Post by billy bob » Sun May 16, 2010 10:47 pm

dlcs18 wrote:Why not? Tricky timing adds a challenge to the level.
When I used tricky timing no one liked it. :?
dlcs18 wrote:
billy bob wrote:The above is what not to do.
Double negative! :twisted:
Oops... :oops:
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