Graal Forums  

Go Back   Graal Forums > Development Forums > Level Design
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Display Modes
  #41  
Old 05-20-2010, 09:30 PM
DeCeaseD DeCeaseD is offline
Registered User
Join Date: Jan 2008
Posts: 247
DeCeaseD will become famous soon enough
Quote:
Originally Posted by Bell View Post
Hence why I believe that if someone is going to use a level generator they should make a map that they can actually manage. Its far simpler to expand later than it is to come up with ideas as to how to fill a massive map first thing.
I most definantly agree. I personally prefer to make smaller maps that are connected. That way you can just add on as you go, make different locations, make different LOOKING locations, so on and so forth. But, like I said earlier.. most just lack any type of creative imagination when it comes to Graal, so they assume by making a bigger map, they can just add a bunch of useless crap, and make up what they are as they go along.
Reply With Quote
  #42  
Old 06-04-2010, 12:45 AM
Cubical Cubical is offline
Banned
Join Date: Feb 2007
Posts: 1,348
Cubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant future
Just came across this and realized it has something to do with one of the points I was making. I also agree with most of what he said even though Wans levels are beautiful.
Quote:
Originally Posted by konidias View Post
I think it's complete garbage. No offense, and this is just my opinion... but why do people go through all the time and effort to make these elaborate levels which lack any real creativity or design? You're simply using like every tile you can find to make some insanely complex tiling that doesn't even make sense.

Take the 3rd level for example. You're using what are supposed to be beach tiles for ocean shores, as standing water tiles. You focus so much on your "mad awesome tiling!!11" that you don't focus on adding trees, or signs, or tables and chairs so people can like... sit down.

Honestly, if this level was online I'd avoid it at all costs. It doesn't look pleasant to be in at all. Walking through that upper water area would be hell. You'd constantly be falling in water and popping back out like 20 times just to get from one side to the other. You've got a tree stump out there in the middle of nowhere... Who cut that tree down? Some guy who decided "hey, I need some lumber, I think I'll cross this insanely zig-zaggy watery terrain to get to that one tree way over there so I can cut it down and then cross the water all over again to take back the logs."?

I would say 95% of the LATs on Graal today don't take anything into account except "is my level crazily tiled enough?!?". It's really annoying and a horrible direction to take Graal's levels in.

This kind of level wouldn't even be found randomly in a fantasy world, let alone actual real nature.

Here are some things I like to take into consideration when making levels:

1. is it somewhere people would like to go to hang out
2. does it serve any purpose other than showing your ability to make crazy tile designs?
3. are there focal points in which players can rest their eyes on instead of just non-stop chaos (as in your levels)
4. why are the objects in the level there, and why does it make sense for them to be there
5. is this level comfortable to walk through, or is it too complicated and messy?

Sorry that I blew up like this but I needed to get it off my chest.

/end rant
Reply With Quote
  #43  
Old 06-04-2010, 04:45 PM
FaLLChiLD FaLLChiLD is offline
fcmrcy
Join Date: Nov 2004
Posts: 258
FaLLChiLD has a spectacular aura aboutFaLLChiLD has a spectacular aura about
Send a message via AIM to FaLLChiLD
Quote:
Originally Posted by Crono View Post
THAT WAS LIKE 4 YEARS AGO AND ONLY ON BABYLON OK? caps
Lol, I remember this. The whole top of the GMAP. ^_^
Reply With Quote
  #44  
Old 06-04-2010, 05:07 PM
Elk Elk is offline
Sr Marketing Strategist
Elk's Avatar
Join Date: Nov 2005
Location: Deerland
Posts: 3,829
Elk has a brilliant futureElk has a brilliant futureElk has a brilliant futureElk has a brilliant futureElk has a brilliant futureElk has a brilliant futureElk has a brilliant future
Send a message via ICQ to Elk Send a message via AIM to Elk Send a message via MSN to Elk Send a message via Yahoo to Elk
Quote:
Originally Posted by DeCeaseD View Post
I most definantly agree. I personally prefer to make smaller maps that are connected. That way you can just add on as you go, make different locations, make different LOOKING locations, so on and so forth. But, like I said earlier.. most just lack any type of creative imagination when it comes to Graal, so they assume by making a bigger map, they can just add a bunch of useless crap, and make up what they are as they go along.
Most just lack organization...
__________________
iEra IGN: *Elk (Darkshire)
iCla. IGN: *Elk (Darkshire)
iZone IGN: *Elk (Darkshire)




Reply With Quote
  #45  
Old 06-04-2010, 08:28 PM
Kamaeru Kamaeru is offline
G2k1
Kamaeru's Avatar
Join Date: Dec 2001
Posts: 1,040
Kamaeru has much to be proud ofKamaeru has much to be proud ofKamaeru has much to be proud ofKamaeru has much to be proud ofKamaeru has much to be proud ofKamaeru has much to be proud of
I think it would be interesting to go back to not using gmaps...

2D Zelda games would be wack as **** if they used something like gmaps.
__________________
3DS friendcode: 1118-0226-7975
Reply With Quote
  #46  
Old 06-04-2010, 08:48 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Kamaeru View Post
I think it would be interesting to go back to not using gmaps...

2D Zelda games would be wack as **** if they used something like gmaps.
64x64 levels is a limitation even Zelda on the SNES didn't adhere to. Sectioned off areas would be cool if done right.
Reply With Quote
  #47  
Old 06-04-2010, 11:53 PM
Crono Crono is offline
:pluffy:
Join Date: Feb 2002
Location: Sweden
Posts: 20,000
Crono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond repute
Quote:
Originally Posted by Kamaeru View Post
I think it would be interesting to go back to not using gmaps...

2D Zelda games would be wack as **** if they used something like gmaps.
gmaps are great, it's how they're implemented that's a bit "meh".
__________________
Reply With Quote
  #48  
Old 06-04-2010, 11:56 PM
Cubical Cubical is offline
Banned
Join Date: Feb 2007
Posts: 1,348
Cubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant future
I wish looping worked right
Reply With Quote
  #49  
Old 06-06-2010, 06:12 PM
WanDaMan WanDaMan is offline
Master Tux
WanDaMan's Avatar
Join Date: Aug 2002
Location: England, United Kingdom
Posts: 5,571
WanDaMan is a jewel in the roughWanDaMan is a jewel in the rough
Send a message via MSN to WanDaMan
The last time I checked you only need 100 levels to get a server online providing it were full of content for players not to get bored. You could easilly manipulate this to your favor, for example; make the overworld an island, add a forest and a snow town on a large cliff. That would probably leave you with about 60 levels left to detail and add content.

I believe my mistake is that I decided to do overworlds as a way to show my portfolio to build on my reputation and not at all taking in to consideration of the players when I first started thus resulting in my work never being released to the community. The quality of the levels is there in the levels but like a lot of you guys have said - there just isn't a point to them. The best advice I can give anyone is to just plan everything before you start developing. I learnt my lesson the hard way; here's a snapshot of VS:C' when I first started developing it : http://forums.graal2001.com/forums/a...9&d=1116097048. I had no idea what I wanted to achieve and eventually I ended up with this (SEE ATTACHED). Now whenever I'm developing I'm taking into consideration the players and what they will do!
Attached Thumbnails
Click image for larger version

Name:	graalmap2.png
Views:	568
Size:	236.3 KB
ID:	51150  
__________________
V$:CONFL16T
Reply With Quote
  #50  
Old 06-06-2010, 06:31 PM
Cubical Cubical is offline
Banned
Join Date: Feb 2007
Posts: 1,348
Cubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant future
Quote:
Originally Posted by WanDaMan View Post
The last time I checked you only need 100 levels to get a server online providing it were full of content for players not to get bored. You could easilly manipulate this to your favor, for example; make the overworld an island, add a forest and a snow town on a large cliff. That would probably leave you with about 60 levels left to detail and add content.

I believe my mistake is that I decided to do overworlds as a way to show my portfolio to build on my reputation and not at all taking in to consideration of the players when I first started thus resulting in my work never being released to the community. The quality of the levels is there in the levels but like a lot of you guys have said - there just isn't a point to them. The best advice I can give anyone is to just plan everything before you start developing. I learnt my lesson the hard way; here's a snapshot of VS:C' when I first started developing it : http://forums.graal2001.com/forums/a...9&d=1116097048. I had no idea what I wanted to achieve and eventually I ended up with this (SEE ATTACHED). Now whenever I'm developing I'm taking into consideration the players and what they will do!
I have actually seen the towns I outlined with red from pictures you have posted on the forums and I really like them. I wish people still used that kind of styling. Your overworld is really pretty but like I said even if it were to goto classic people might visit the level once and never see it again which would be a waste of your hard work and the players time to go through that level. I'm not implying that a server can't have a few pointless levels because it's bound to happen.
Attached Thumbnails
Click image for larger version

Name:	wan.PNG
Views:	220
Size:	68.7 KB
ID:	51151  
Reply With Quote
  #51  
Old 06-07-2010, 08:36 PM
Bell Bell is offline
Registered User
Bell's Avatar
Join Date: Feb 2007
Posts: 1,824
Bell has much to be proud ofBell has much to be proud ofBell has much to be proud ofBell has much to be proud ofBell has much to be proud ofBell has much to be proud ofBell has much to be proud of
Quote:
Originally Posted by WanDaMan View Post
The last time I checked you only need 100 levels to get a server online providing it were full of content for players not to get bored. You could easilly manipulate this to your favor, for example; make the overworld an island, add a forest and a snow town on a large cliff. That would probably leave you with about 60 levels left to detail and add content.

I believe my mistake is that I decided to do overworlds as a way to show my portfolio to build on my reputation and not at all taking in to consideration of the players when I first started thus resulting in my work never being released to the community. The quality of the levels is there in the levels but like a lot of you guys have said - there just isn't a point to them. The best advice I can give anyone is to just plan everything before you start developing. I learnt my lesson the hard way; here's a snapshot of VS:C' when I first started developing it : http://forums.graal2001.com/forums/a...9&d=1116097048. I had no idea what I wanted to achieve and eventually I ended up with this (SEE ATTACHED). Now whenever I'm developing I'm taking into consideration the players and what they will do!
Curious where you got the whole idea of 100 levels. I don't recall there ever being anything said with that much specificity.
Reply With Quote
  #52  
Old 06-07-2010, 08:54 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Cubical View Post
if it were to goto classic people might visit the level once and never see it again
So what? It's gonna happen anyways. Even if it was made so well people had to visit it a few more times, it's still eventually going to just 'rot away' by itself on the overworld. You can't force people to 'admire' a level past its purpose.
Reply With Quote
  #53  
Old 06-07-2010, 09:10 PM
Spark910 Spark910 is offline
Ex-Graal Global
Spark910's Avatar
Join Date: Oct 2001
Location: England
Posts: 10,892
Spark910 has a spectacular aura about
Quote:
Originally Posted by Bell View Post
Curious where you got the whole idea of 100 levels. I don't recall there ever being anything said with that much specificity.
I seem to remember some old rules listing specific numbers of outside levels at about the time I joined PWA, whenever that was (2003-2004?).
__________________
--Spark911
Reply With Quote
  #54  
Old 06-08-2010, 12:35 AM
WhiteDragon WhiteDragon is offline
Banned
Join Date: Feb 2007
Posts: 1,002
WhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to behold
Quote:
Originally Posted by DustyPorViva View Post
So what? It's gonna happen anyways. Even if it was made so well people had to visit it a few more times, it's still eventually going to just 'rot away' by itself on the overworld. You can't force people to 'admire' a level past its purpose.
I think an important thing is to always have something interesting in every part of the overworld. This is not only because purposeful levels are "better".

A big reason is that if you are running around with the expectation that there is nothing cool to find, it'll be boring. But. if you are running around with the expectation that there is great stuff everywhere, it'll be fun to even run around.

Since actually having stuff builds the expectation, I think doing something like this would make exploration in Graal much more interesting.
Reply With Quote
  #55  
Old 06-08-2010, 01:03 AM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by WhiteDragon View Post
I think an important thing is to always have something interesting in every part of the overworld. This is not only because purposeful levels are "better".

A big reason is that if you are running around with the expectation that there is nothing cool to find, it'll be boring. But. if you are running around with the expectation that there is great stuff everywhere, it'll be fun to even run around.

Since actually having stuff builds the expectation, I think doing something like this would make exploration in Graal much more interesting.
My objection is not against whether levels need to have purpose or not, but that big overworlds automatically = bad. Sure, there is a huge margin for error, but it's equally as bad to make a boring and uneventful small overworld. The mindset needs to move away from big = bad and more to empty = bad. It's all about how the worlds are designed from a creative and skilled viewpoint, not from some empty numbers.
Reply With Quote
  #56  
Old 06-08-2010, 01:23 AM
WhiteDragon WhiteDragon is offline
Banned
Join Date: Feb 2007
Posts: 1,002
WhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to behold
Quote:
Originally Posted by DustyPorViva View Post
My objection is not against whether levels need to have purpose or not, but that big overworlds automatically = bad.
I'd say there is a fairly strong relationship between "big" and "empty", which is maybe what this thread is warning? Dunno.
Reply With Quote
  #57  
Old 06-08-2010, 01:28 AM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by WhiteDragon View Post
I'd say there is a fairly strong relationship between "big" and "empty", which is maybe what this thread is warning? Dunno.
I don't think it's constructive to look at it in such a black and white manner though.
Reply With Quote
  #58  
Old 06-21-2010, 03:53 AM
scooter123 scooter123 is offline
Registered User
scooter123's Avatar
Join Date: Jul 2008
Posts: 458
scooter123 is an unknown quantity at this point
Implement something on a server that leads players back to old areas, like Dusty's back and forth item thing. Go back and forth from new and old areas. Old areas you could not get to without certain things?
__________________
Four Swords...
Reply With Quote
  #59  
Old 06-21-2010, 01:11 PM
Cubical Cubical is offline
Banned
Join Date: Feb 2007
Posts: 1,348
Cubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant future
Typing on my phone and quoting doesn't want to work for some reason so bear with me and just. Look back a few post.

@scooter123: That has absolutely nothing to do with the topic.

Kind on topic, I'm working on a 12x12 overworld in my spare time attempting to apply everything I mentioned in this thread in it. I currently don't have internet once again so I can't get a copy of dustys clean pics1 and have only got the outline of all the main parts done until I can get more tiles. Ill take a picture on my phone and post it when I get a chance.

@WhiteDragon: that's kinda what I meant but kinda not.

@Dusty: I'm not implying that big overworlds are bad but I think smaller overworlds are much more logical not only from a developeras stand point but from a players.
Reply With Quote
  #60  
Old 06-21-2010, 08:32 PM
scooter123 scooter123 is offline
Registered User
scooter123's Avatar
Join Date: Jul 2008
Posts: 458
scooter123 is an unknown quantity at this point
Smaller or big overworlds. It's the lack of planning for a big overworld. A small overworld is simpler because staff will not get bored, stop and can get it done in a quicker time. When it is a big overworld the staff think it will be easy, but once they get a few levels done they realize how long it will take and do not plan it out at all.
__________________
Four Swords...
Reply With Quote
  #61  
Old 06-21-2010, 11:08 PM
Dnegel Dnegel is offline
Rjax Shizibz
Join Date: Jul 2009
Posts: 1,334
Dnegel will become famous soon enough
Quote:
Originally Posted by scooter123 View Post
Smaller or big overworlds. It's the lack of planning for a big overworld. A small overworld is simpler because staff will not get bored, stop and can get it done in a quicker time. When it is a big overworld the staff think it will be easy, but once they get a few levels done they realize how long it will take and do not plan it out at all.
qft

Yeah, many people that make big overworlds mostly dont know how hard it is.
Reply With Quote
  #62  
Old 06-21-2010, 11:56 PM
fowlplay4 fowlplay4 is offline
team canada
fowlplay4's Avatar
Join Date: Jul 2004
Location: Canada
Posts: 5,200
fowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond reputefowlplay4 has a reputation beyond repute
Quote:
Originally Posted by scooter123 View Post
It's the lack of planning
This is why any size of overworld (or any kind of development really) will fail or fall short of what it could be.
__________________
Quote:
Reply With Quote
  #63  
Old 06-25-2010, 04:22 AM
Darkrazor Darkrazor is offline
Registered User
Join Date: Mar 2010
Posts: 10
Darkrazor is on a distinguished road
Quote:
Originally Posted by Crono View Post
I agree with what you're saying, functionality over quantity is the way I look at it nowadays.

I think a lot of focus has always been placed on individual levels. To create a good map is very different, more difficult, and much more time consuming. That's why a lot of LATs, like me, suck at making overworlds but excel in individual/clumps of levels. The LATing community as a whole is kind of on stand still, if not going backwards. Good to see such threads.
he said it all.

Last edited by Darkrazor; 06-25-2010 at 04:22 AM.. Reason: And i totally agree.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 06:27 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.