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891203 Posts in 33530 Topics- by 24770 Members - Latest Member: Alexis Moroz

June 19, 2013, 07:11:00 AM
TIGSource ForumsDeveloperCreativeDesignShow us your level design
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Author Topic: Show us your level design  (Read 13784 times)
CowBoyDan
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« Reply #15 on: December 15, 2011, 09:09:47 AM »

all the gears spin, the wood can be climbed by sticking to it



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Vino
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« Reply #16 on: December 15, 2011, 02:18:38 PM »



All graphics are placeholder. It's a game where you use mirrors to solve puzzles. The thing with the chevrons on that pedestal is a power source. The puzzle is to open the door on the left, but you need a left-facing power source to do it. The power source has to be reflected, but if it's taken off that pedestal then the cage around the mirror comes down. The answer is to put the power source on the far pedestal which rotates that big white door behind which is another power source. The second power source holds the cage open so the mirror can be used to reflect the first power source to open the door. Smiley

Also easter egg, the gears from the previous post can be seen through the Aero interface at the top of the screenshot.
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Paul Eres
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« Reply #17 on: December 16, 2011, 07:37:52 AM »

it's a tower defense game; the enemies start at one side, and go to the end. in this particular level there are two mirrored branches; pul wat aa (an ai controlled cursor) tells you he'll handle the top path (he places towers on the top half of the screen), it's up to you to handle the bottom path. but usually you cannot win unless you help him out at the top as well. you also cannot win if you let him get most of the kills, since then you won't have enough money to win. so to win the level on higher difficulties you have to, from the start, start stealing his kills. but because he talks like he knows everything and that the player is a mere apprentice, the player might not do that at first, and have to figure it out after a few tries; this is meant to emphasize that his ego is a bit overblown

Ah, Immortal Defense... but that's a really old game, isn't it?

i released it in 2007, so it's about 4 years old; which is a little old but i wouldn't call it "really old"
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jquave
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« Reply #18 on: December 16, 2011, 08:28:43 AM »

all the gears spin, the wood can be climbed by sticking to it





How does the gameplay work?
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Ashking
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« Reply #19 on: December 16, 2011, 12:18:56 PM »

Cool thread. I'm bad at level design, which is probably why I stick to procedural generation of levels. My next game will probably have some level design in it though.
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ntdb
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« Reply #20 on: December 16, 2011, 05:34:09 PM »

This is actually two areas that need to be solved together (the camera snaps forward/backwards, think VVVVVV). The mechanic is reflecting the beam of light on the bottom left in 8 directions. The white circles absorb light and produce new beams in the direction of the arrow. Light can pass through glass and be reflected off of mirrors. I removed the shadows to show off the whole area.


This image shows the area solved (there is a beam passing through to the next area) with the shadows on. Note that exploring the area is a necessary use of the mechanic. The light passes back into the first area to allow the player to navigate to the second area and over the pits.


There is a lot I still want to do with this prototype... I should probably make a devlog...
« Last Edit: January 08, 2012, 06:52:01 AM by ntdb » Logged

CowBoyDan
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« Reply #21 on: December 17, 2011, 07:52:20 AM »

all the gears spin, the wood can be climbed by sticking to it





How does the gameplay work?

You control a ball (thats slightly wiggly), you collect goo cubes (little green cubes), some points require you to have collected a minimal amount to proceed.  Basically the goal is to get to the end.  There are checkpoints, no lives and no time limit.  There is a best times score board to try to get on.

There's a free demo if you are interested.

DevLog 
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Droqen
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« Reply #22 on: December 22, 2011, 12:56:39 PM »

Interesting thread. It's more difficult to instantly take in level design than it is art/music.

Uh, but this is awesome. Level design is awesome. Kiss
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baconman
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« Reply #23 on: December 24, 2011, 05:15:19 AM »



On the left, gambling and codebreaking screens. The 5-across slot reels give you 3 chances to win: 1-2-3, 2-3-4, or 3-4-5; and the wheels work one of two ways: a spinner stops on a result for you to get that prize (or penalty), or you pick a color and win if you stop the spinner there by hopping on the appropriate switch.

On the right, piece-together pinball platforming segments.



On the left, vertical-oriented elevator/lift paths to mix-and-match.

On the right, other platforming lift/obstacle pathways. Simply eliminate a set number of segments (5 or so); and have them follow whatever remains intact.



Left: Cluster-together procedural pipemazes.
Right: More simple pathway formations.



Left: Some incomplete pushblock room/formations.
Right: Gravity-inversion level design rooms.



Left: Clusters of blocks where a dozen or so can be removed from various coordinate combos while remaining navigable.
Right: Horizontal-oriented and vertical-oriented pathway puzzles/loops.



Not level design per se, but the initial framework for a flexible action spriteset layout. Flipping/rotating and resequencing can make for the most flexible set of actions in a sprite this simple ever (once I actually have time to digitize it!), and by combining this with various blurs (which incidentally define offensive hitboxes, as opposed to the sprite's defensive ones) would make for quite a powerfully creative combo.
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Core Xii
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« Reply #24 on: December 28, 2011, 06:43:53 AM »

Random old stuff. So very old stuff.











I guess that last one isn't technically a level, more like an overworld.
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akai
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« Reply #25 on: January 16, 2012, 10:47:03 AM »

I'm only beginning on making my own games, but I have designed levels before for the Source Engine.

surf_akai_final & sup3r_f1n4l

http://www.gamebanana.com/maps/13817 & http://www.gamebanana.com/maps/27815

and

surf_akai_two

http://www.gamebanana.com/maps/70609
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antybaner
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« Reply #26 on: January 16, 2012, 11:24:06 AM »



megalonia.
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Terragot
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« Reply #27 on: January 17, 2012, 04:40:28 AM »

Hey everyone,

some great works in this thread, so I thought I'd drop some early work on my new project in to try and get some feedback from you guys.

Currently working on a quake/amnesia inspired first person game with light rouge-like elements. The environment is built from grid sections which can be snapped together to create rapid environment prototyping. This technique also allows the possibility for procedural level design, although how much I think that will benefit the game right now is debatable.


The B&W colour scheme came about as a compromise between time saving and variety. I can colour the environment in Unity by selecting the material colour, which works to create a clear, readable environment with a unique feel. Or at least that's what I think.

Opinions/feedback would be great. The visual style was inspired by Quake's scalable simplicity and M.C. Eschers Relativity lithograph.

Thanks,
Greg

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antybaner
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« Reply #28 on: January 17, 2012, 10:30:33 AM »

Dude.... srsly? Tigsource is not an advertisement forum! Its a flame war containment field. Please don't make this assumption again!
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Alec S.
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« Reply #29 on: January 17, 2012, 11:13:57 AM »


Currently working on a quake/amnesia inspired first person game with light rouge-like elements. The environment is built from grid sections which can be snapped together to create rapid environment prototyping. This technique also allows the possibility for procedural level design, although how much I think that will benefit the game right now is debatable.

So it's like tile-maps on a 3d level?  That makes a lot of sense.
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