Introduction
Hello! this guide is meant to help you learn how to make better level Design for your platformer levels. this shows tips and examples of them to show when to use them, I hope you find this useful! if there is anything you’d like to add, check the wiki rules and ask if you can!
Dont Be Repetitve
Being repetitve can include, Going in the same direction your entire map, having the same props and terrain. Gimkit Creative has A LOT of terrain, so use it. a good example of a map that is not repetitve is DLD as you dont go in the same dirrection all the time, and it uses a lot of props and terrain.
Gradually Increase Difficulty
When starting out your level, its good practice to give a safe environment for your players to learn the main mechanic of your level. as they progress through the level, it starts getting more and more difficult
Extra Note!
If you plan on adding checkpoints make sure that they are a little less difficult, to give the player a break, make sure you add checkpoints after REALLY difficult sections that you don’t want the player to have to redo if they fail after that section
a Good example map for this has currently not been found (really more so I’m too lazy to look for one right now) Come back to this section at a later time to see one (maybe)
Decor
Decoration is REALLY important, this is because if your map looks really bland and uninteresting to look at. people will find your game boring. good decor includes Props, Backgrounds, and Lighting.
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I wanted to expand on this because people often brush over decor. However it is often the most important part of a parkour/platformer map because there isn’t really much room for mechanics so the first thing a player looks at is the decorations. When I make a new map the first thing I do is settle on a theme. In my game, Lost, I have a underground exploration, ruined theme–and my internet exploded greeeeeeeat–aaaand its back. What was I saying? Oh right so an example is this:
It looks like an underground area sort of explored and abandoned. Then you should make minor changes to the theme, like in a couple rooms I have it change from dystopia to a a underground lake and forest just to minorly change it up to keep the player hooked.
Finally its good to have one like huge change in theme that confuses the player (not too much though) and it kind of jolts them back into the game like “Oh wow”. For example, in my dystopia underground themed game there is literally just a staff office.
Now I know that this is a top-down and not a platformer game, but either way making decorations is kind of universal.
-- '83
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Wiki Rules
- DONT edit if your name isn’t in the credits
- Ask before editing, once I’ve said yes add your name to the credits and what section your working on.
- Don’t edit others’ sections
- Have Fun!
- Don’t check for fun
Are you editing?
Conclusion
For now this is where the guide ends, more will be added as time goes by.
Feel free to ask or suggest for things to be added. Toodles!
Credits
Fleet
'83 ig