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Author Topic:   What I think can make or break a level....
Kiopo
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Posts: 739
From:Liverpool, UK
Registered: Jul 2001

posted 07-26-2001 03:05 PM     Click Here to See the Profile for Kiopo   Click Here to Email Kiopo     Edit/Delete Message   Reply w/Quote
This is more for the newbie than the seasoned proffessional, but it may be useful to you too.

1. Environment: Your world has to make the player want to explore the level, Good layout and texturing essential.
2. Objects: Think very carefully before placing objects, remember, an egyptian statue can look very out of place in a greek setting, or vice versa.
3. Size: Don't make your levels too big, or the player will feel too overwhelmed at the size to start exploring. Remember, lara is supposed to visit archaelogical sites, not countrys. But don't make your levels too small, or else all the challenge is taken away.
4. Originality: Now we are reaching the 400 level mark, the levels you make have to be original, so try to spend at least 2 hours thinking up a strong plot before setting to work making the level. I find writing a script helps.
5. Reality Check: Remember, lara is supposed to be human, adventures on the moon not recommended. Make sure your ideas don't get too fanciful, but try to make them interestingly different instead.

Thats what I think anyway, feel free to comment on this.

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Visit my site: http://www.tombraiderconnection.8k.com
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Kiopo
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Posts: 739
From:Liverpool, UK
Registered: Jul 2001

posted 08-01-2001 05:13 PM     Click Here to See the Profile for Kiopo   Click Here to Email Kiopo     Edit/Delete Message   Reply w/Quote
Thanks for replying 2 this by the way guys!!

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Visit my site: http://www.tombraiderconnection.8k.com
UNDER CONSTRUCTION

Or Email me james.mcc@btinternet.com

[This message has been edited by Kiopo (edited 08-01-2001).]

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wiredGIRL
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Posts: 252
From:
Registered: May 2001

posted 08-01-2001 05:25 PM     Click Here to See the Profile for wiredGIRL   Click Here to Email wiredGIRL     Edit/Delete Message   Reply w/Quote
You have a good point there...

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doron
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Posts: 227
From:rishon le zion , IL
Registered: Apr 2001

posted 08-01-2001 05:30 PM     Click Here to See the Profile for doron   Click Here to Email doron     Edit/Delete Message   Reply w/Quote
I think it's a very good adviced!! and i'm agree with it...

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Raider of Tombs
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Posts: 442
From: The mining ship Red Dwarf
Registered: Dec 2000

posted 08-01-2001 06:33 PM     Click Here to See the Profile for Raider of Tombs     Edit/Delete Message   Reply w/Quote
I'm making a stealth level, (that's kinda different) and I need to know how to make sas more deadly - like with the locusts. Can it be done?

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Kiopo
Member

Posts: 739
From:Liverpool, UK
Registered: Jul 2001

posted 08-02-2001 12:33 PM     Click Here to See the Profile for Kiopo   Click Here to Email Kiopo     Edit/Delete Message   Reply w/Quote
Using AI triggers well can make the baddys more deadly (I looove AI triggers!!), or you could make them fire grenades with (another) AI trigger.

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Visit my site: http://www.tombraiderconnection.8k.com
UNDER CONSTRUCTION

Or Email me james.mcc@btinternet.com

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