Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Jul 19, 2004 18:36:16 GMT -8
The most common way (and the way I use) of creating a linear type level is to just pick a spot to start to put your first GruntStartingPoint and go from there. If you have a theme to your level, it is good to start with that early on. For example, using the Rock type levels, you would have the rock in the starting screen.
If you have mini-puzzle ideas about what to put in, try to use whichever ones fit. Keeping the same tool is usually preferable to always switching. Also, try to make whatever you are doing seem like it fits in rather than just a collection of mini-puzzles.
Remember that planning ahead is a good idea and will help create a good environment. For example, if you want a puzzle later on to have two solutions, one that requires a hard hat and gives a warp letter, and an easier one that doesn't do either, make provisions for that earlier, possibly by making a puzzle that looks like it needs a hard hat at first but doesn't. Also, having a "This can be done when the grunt returns with a springz" or similar statements facilitate the flow of the level.
If you are reaching a block and have run out of things to do (which happens enough times) just put some tiles down with a purpose later in the level and work around that. It may work out that you get ideas about what to put based on what to accomplish.
Also realize that filling space with spring mazes, spike mazes, killing enemies... is fine if it is needed, and this can help give form to the next segment.
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