Quote:
Originally posted by WHIPENIE4
LOL
get ready to laugh.
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Alrighty...
Please post screenshots of levels rather than the .nw files

Ill add a screenshot of it in my attachment...
Ok, the first thing I noticed with this level is the trees, the top trees look fine in a technical sense, but they're very straight, and boring... Add some trees sticking out of the main line and things like that...
On the side, I noitced that you had the trees in a straight vertical line, and not in a sort of 'zig-zagged' or 'jagged' style, There are tiles on the tileset to do this... (right below the default house tiles on the far left). Use these to make the side less straight, more random looking, also add some trees that kind of stick out from the pack...
The house:
The house is big, bulky, and repetitive... Try using something other than the regular exterior house tiles. There are many examples of neat house designs around the levels forum, use those for ideas and inspiration... But no copying
Also, when you make a house, try to make sure that it kind of has a flow to it... If houses can flow 0.o;
That little treehouse thing is just predefined boring-ness. ;P It could be left there, but with the rest of the level, it doesn't add anything...
The path... very, very straight... Make it not straight... :rollreyes: Try different ways of doing this... such as moving the tiles from side to side, or up and down, (depending on the orientation of the path).
The bench thing... Those tiles don't really make any sense to me, I think it would be better without those at all..
The pond... The outline of the pond is boring, too straight and uniform. Use curvies and stuff... Also, adding dirt within the pond area is neat... Try using the 'dirt to shallow water' tiles just underneith the 'ice castle' tiles on the tileset...
The rest of the detail:
Oh boy... Ok, you can't just plop a bunch of random crap around and call it detail... There are somethings that are better to use than others. for instance, those 5-hole tiles are nasty looking... Don't use too many of them.
When using mushrooms, try not to use too many in one level, and when you do use them, make sure to put it nice and snuggly near a larger solid object...
There's a rule in art that works very well in level making... It's something like, the rule of threes or something... Basicly it means that 3 objects next to each other is more appealing than 2, or 6... I think it works with all odd numbers but I'm not postive...
Use this law on things like bushes especially! Put them in clumps of 3 or 5! And you dont always have to use full bushes, you can use pre-cut ones as well... When you have bushes a good idea is to clump 'weed' grass around them.
When tiling with 'wee'd grass, try not to put them one directly above the other, put them kinda like... Hmm
- = weed tile
. = ignore this
_._._
._._.
_._._
Add some flowers too, but dont put too many grouped near each other... They tend to be annoying sometimes, with the moving and all.
Hmm, what else... The occasional rock can be nice sometimes... Cut swamp is a good filler... And the Roosh sprout things look better than the Kobul sprouts ;P... Try not to use too many of those anyway...
So, I would have to say in conclusion to the detail part of this post, 'clumping' is very important...
Ok, that's my spiel on this level... I'm not saying it's the right way to make a level, im just saying this is how
I would do it.
