Level design is possibly one of my weakest points when it comes to Keen modding. I mostly just slapped them together for the Monky Business beta. Sure, there was some slight structure to them, but there wasn't really any purpose to each level.
One basic rule I did try sticking with, however, was a form of gravity for the slabs of sparkly platforms that form the bulk of most levels. For a couple of levels I also had a basic concept behind it (ie. the flashing pyramid and the block mazes).
Of course, I had to factor in the doors at the start of the levels because of the way the keycard patch worked, but now that we can get rid of keycards when the player dies this is no longer necessary.
Those designs were far too evil in many instances, too. I wonder how many people have actually completed the mod. I want to focus more on giving the levels a sense of meaning, like the way Keen4-6 have levels that fit in with their appearance on the map.
There aren't many 'unnecessary' areas in my levels, nor secrets, and you need to complete pretty much all of the levels, and the map level is stiflingly linear.
I've never really been a fan of 'optional' levels, especially when the high score table is rendered meaningless by the way the lives and score systems work together (I'm still hoping to find a patch to implement some sort of level-context score counter).
An idea I'm pondering at the moment is a multiple-paths approach, where the player is given a choice as to which (locked) area of the map to explore next, as well as which levels to complete in order to open the next area. It will require some careful planning and maybe some more experimental patches, but it should improve the replay value.
The idea also has potential for level design. Do I tackle the puzzle that activates this bridge to cross these spike pits, or search for the keycard that unlocks the door leading to an alternative route? And which one of these exits to I want to go for? Argh! *cowers in corner, muttering*
Obviously it'll need some balancing, and some trivial areas that are just there for the sake of it will show up.
I tend to make my levels big and then try to work on too broad a scale (making the outline first, without any overall planning). The complex platform tiles (which have inside and outside corners) also make this a lot more difficult. Maybe I should make the platform designs simpler, using these details only in special circumstances.
The various levels I've worked on since releasing the beta have looked more like caves than anything. I sort of draw chunks of a single-tile platform, carve a bunch of caverns and link them up, then overlay the walls with the platform tiles that take adjacency into account. This might make for some interesting levels eventually, but at the moment I should try something different.
Xky wrote:I find it much easier to design levels based on the idea of "scenes" or "rooms." Work with an area that is about one screen in size, and make it look snazzy enough to deserve a screenshot. Then, move to another part of the level--someplace hopefully at a different height, maybe even a different size, and do the same thing. Once you've got two scenes you like, figure a way to weave them together. Slope a hill, make a series of platforms, dig a trench, put in a river, sprinkle enemies, whatever it takes... larger levels need more defining scenes, while smaller levels can focus with just "Point A" and "Point B."
That is a brilliant idea. I must employ it.
Anyway, there's a rant for you to decypher for now. If only more modders were available at once on MSN or something, I'm sure we could get much more interesting discussion flowing.
Grr. I wanna get my tileset and Vortlev done so I can get stuck back into some modding again.
Hmm, an idea. A thread in which we grab a couple of levels from different mods and discuss what makes them interesting, how they could be better, what difficulties each of us has actually playing them, etc, etc. But which levels/mods to start with?