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Author Topic:   MY PHILOSOPHY ON GREAT LEVELS
briansd2k
Junior Member

Posts: 6
From:Allen, TX USA
Registered: Jul 2001

posted 07-16-2001 12:15 PM     Click Here to See the Profile for briansd2k   Click Here to Email briansd2k     Edit/Delete Message   Reply w/Quote
I think what makes a level a good Tomb Raider level is a level that appears similar to reality. I like levels that are strikingly real to my eyes. Such as the use of triangles and dips and slopes to make the terrain similar to real life instead of a flat ground.

I like rooms that aren't so blocky. I mean anyone could make a flat floor and flat cieling and make it rectangle. Rooms and environments with domed cielings and patterned architecture etc. make a level worth playing.

I agree with "Emma P" that sound is also what makes levels more fun and believeable. Because if all you have is no sounds and the occasional pop up music when you step on the trigger, its no fun. You gotta put in the environment sounds and the right kind of music track for the area you are in.

I don't like levels where the flyby cameras are too overdone. All that wavy and turning and long flyby sequences are boring and stuff. I like the quick straight to the point flybys without all that impressive scenery talent you are trying to show off to everyone.

I like accurate levels where people use sand-to-grass gradient properly and proper lighting. Lighting is also important because it adds to environment. If there's a cave, it shouldn't be brighter than the other rooms, because caves are naturally dark.

I like levels that are balanced. Easy at first, then harder as you go on. I also don't enjoy levels that are too straightforward. Tomb Raider: Last Revelation is a great game because in the levels, you have to backtrack to the beginning sometimes or even step back a level to pick up the stuff you need and move on. This is a great concept. I never like being in the same place once.

Last but not least, a good sense of challenge to most players. Most of you guys are probably geniuses and experts. Puzzels I think are number one and then on down to baddies. Its nice to have a level with just one great puzzle to clue out. Then with baddies, they shouldn't be on the same floor you are on all the time. I think that its more better to have baddies that are up on a balcony or pillar and shooting you from down below. I think its cool to chase them for an important item across buildings is fun than the usual shooting the enemy who just popped out right next to you. Baddies should play an important role in the level and storyline as well. I don't like static characters.

Well these things are what I think make great levels. If you think otherwise then you are free to ponder any thoughts.

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Mulf
Member

Posts: 101
From:
Registered: May 2001

posted 07-16-2001 05:42 PM     Click Here to See the Profile for Mulf   Click Here to Email Mulf     Edit/Delete Message   Reply w/Quote
I agree with all of the above.

Incidentally, have you played "The Lost Artifact of Heroic Manliness"? I wonder whether it meets your requirements.

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Brad Casali
Member

Posts: 465
From:Sandusky, Ohio, USA
Registered: Jun 2001

posted 07-16-2001 05:44 PM     Click Here to See the Profile for Brad Casali   Click Here to Email Brad Casali     Edit/Delete Message   Reply w/Quote
Yes, those are good guidelines. I fully agree.

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psiko
Member

Posts: 454
From:Rome
Registered: Mar 2001

posted 07-16-2001 08:25 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
Play my level.

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| |--->> psiko <<---| |

DOWNLOAD the TECHNOEGYPTIANS PORTAL
http://tombraider.videogame.it/giochi/trle/livelli/tep.zip

LAST UPDATE on june 18th.

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fairchild
Member

Posts: 60
From:
Registered: Jan 2001

posted 07-16-2001 10:15 PM     Click Here to See the Profile for fairchild     Edit/Delete Message   Reply w/Quote
"I think what makes a good Tomb Raider level, is a level that appears similar to reality.

i.e: strikingly real to my eyes.the use of triangles,dips & slopes to make the terrain similar to real life.

Rooms that aren't so blocky. I mean anyone could make a flat floor/flat cieling & make it rectangle. Rooms w/ domed ceilings & patterned architecture make a level
worth playing."

I agree. about this style of building
TR levels. entirely.
it makes the level; not the puzzles,
baddies or sounds. they are "second choice".

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inchdix
Member

Posts: 809
From:hornchurch, essex. england.
Registered: Dec 1999

posted 07-17-2001 01:33 AM     Click Here to See the Profile for inchdix   Click Here to Email inchdix     Edit/Delete Message   Reply w/Quote
Hmmmm .... domed ceilings, paterned walls.....

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I WAS PRESSING THE DARN WALK BUTTON !!

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Ekim642
Member

Posts: 440
From:CT, USA :-) Mooooooooootown! Cows overpopulate people
Registered: Apr 2001

posted 07-17-2001 08:43 AM     Click Here to See the Profile for Ekim642   Click Here to Email Ekim642     Edit/Delete Message   Reply w/Quote
I completely agree!

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Phabius Phodes
Member

Posts: 195
From:Sao Paulo, SP, Brazil
Registered: Jun 2001

posted 07-17-2001 10:51 AM     Click Here to See the Profile for Phabius Phodes   Click Here to Email Phabius Phodes     Edit/Delete Message   Reply w/Quote
Agreeeeeee.

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