Kurinn wrote:Things just getting stranger and stranger curiouser and curiouser...
Your level looks pretty great though Kurinn, have you made a lot in the past? Aside from your Xmas 1 level I don't think I know any of yours.
I don't know how interested the Winter 2 team at large is in hearing me prattle about Winter 1, but based on what little I've seen (especially most recently), this is turning out to be a lot better, but I have some advice that I can give.
1. Avoid sprawl. A lot of Winter 1 levels were larger and more complex than they had to be, in a kind of Rubicon-style meandering. While this isn't inherently bad, it got tedious rather quickly because a lot of the "find-all-the-objective" levels seemed to hide whatever you were looking for in architecturally arbitrary locations. If that makes any sense. Shadowbreaker in particular does this a lot, which I guess is his "thing," but I would have to recommend cutting down on that kind of time-consuming gotta-catch-them-all tedium in favor of a more diverse and interesting level design. Even if you want a level to feel non-linear, it helps a lot if you feel like you're making progress after a fashion.
2. Winter 1 also suffered from some really bland architecture, which
may not be the case here; Winter 1 also had a very washed-out and pale texture set, which is okay because when used well (such as in Slave's level and the second-to-last level as well), it looked passable, but for the most part the levels just seemed kind of flat. One way it might help is trying to diversify the environments that you create; if you intend to make more than one map, make them
different from each other so it doesn't feel like a single huge map broken up into 8-ish pieces. This is more challenging when you only have one set, but it's not impossible; Xmas 2 did it right, and Xmas 3 did it okay as well, though not so much with Xmas 1.
3. It is going to help your cause immensely if your level styles are based more around larger spaces and less about a series of rooms. If I understand right, this scenario is set in a more urban setting, which can help you
a lot if you play your cards right. Play around with Weland's abilities to make taller and more polygon-rich levels. This kind of goes hand in hand with #1 above, too. If you want to have a non-linear level, you have a much better advantage in an urban environment where you can base your level around some kind of central plaza or square and then have an assortment of landmarks around it. The flow and direction that the level takes can loop consistently in and out of that central square. This will have two advantages: one, it will make your level seem a lot more visually impressive and interesting, and two, it won't bore your players with yet another three-story maze of isolated rooms (Winter 1 had two or three of these, ESPECIALLY in the last level).
4. I've mentioned this before in this topic, but it bears repeating: use your textures thematically. As per usual, shadowbreaker provided you with a pretty long list of colorful palette swapped textures in a few color themes, but now it's up to the individual mappers to texture your levels with a bit of taste. Just because you have 110 textures or whatever doesn't mean you have to use all of them, or even most of them. Trust me, you may want to explore with the brand new texture set, but aesthetically your maps will benefit a lot with themed texturing decisions. Not to mention using the bright and glitzy textures a lot more sparingly, as details or something to specifically catch your eye. Kurinn seems to have done a good job with that, especially after my recommendations from earlier.
5. It's a lot more important to make one great level than two passable levels. I'm speaking from experience both as a contributor (Xmas 1-3) and as an outside player (Winter 1): spend your time making one level that's high-quality and
good. I'd much rather have a good scenario that's only 5 levels long (Xmas 1) than a mediocre scenario that's 8 levels long (Winter 1), and it will speak much more highly of your personal contributions if your scenario as a whole is great.
6. Also speaking from experience as a long-time Marathoner, whoever's making levels that you intend to be earlier on: don't waste the player's time by slowly feeding him more and more guns. Similarly, don't make the first level pathetically easy and populate it mostly with Fighters and Drones and Flick'ta, which are all the gutter-trash monsters that populate the earliest levels of M2, Infinity, and so forth. This is not necessary. Assume your audience is experienced and cut to the chase. This is also true of such a short scenario, even if it does grow to be 8 levels or more; don't drag out the first level or two by making me use the goddamn pistols, it's not necessary.
hope this helps