New member here, working on some levels.

Are you creating new levels/mods for DOS or did you finish your work? Tell us here!

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cipriano200
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New member here, working on some levels.

Post by cipriano200 » December 8th, 2016, 1:40 am

Played some custom levels from popot, thought i give it a try.
Just completed the first level.
Trying to adapt from the original levels.
Let me know if you like it or not
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LEVELS.DAT
(36.16 KiB) Downloaded 21 times

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Norbert
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Re: New member here, working on some levels.

Post by Norbert » December 8th, 2016, 3:38 am

cipriano200 wrote:Let me know if you like it or not
It's a level for players who prefer/require a difficulty similar to the original game.
For most forum visitors, including me, this level is too easy.
For me personally, the level has nothing that stands out in a way that makes me want to play more.
At the same time, I've seen plenty of levels that are (way) worse.

cipriano200
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Re: New member here, working on some levels.

Post by cipriano200 » December 8th, 2016, 11:47 am

Norbert wrote:
cipriano200 wrote:Let me know if you like it or not
It's a level for players who prefer/require a difficulty similar to the original game.
For most forum visitors, including me, this level is too easy.
For me personally, the level has nothing that stands out in a way that makes me want to play more.
At the same time, I've seen plenty of levels that are (way) worse.
I appreciate the review.
I knew somehow people might not like it.
I'm still in the learning process. Good to know.

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Coco
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Re: New member here, working on some levels.

Post by Coco » December 8th, 2016, 4:30 pm

Actually, levels don't need to be hard to be interesting. You can also try making a levelset with some unique design. If you just put door button on the left screen then run back to right screen where door opens, levels become predictable, and more of a chore than an actual fun.

cipriano200
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Re: New member here, working on some levels.

Post by cipriano200 » December 8th, 2016, 7:09 pm

Coco wrote:Actually, levels don't need to be hard to be interesting. You can also try making a levelset with some unique design. If you just put door button on the left screen then run back to right screen where door opens, levels become predictable, and more of a chore than an actual fun.
You have a great point. People are tired of going left and than right.

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Norbert
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Re: New member here, working on some levels.

Post by Norbert » December 9th, 2016, 1:52 am

cipriano200 wrote:
Coco wrote:Actually, levels don't need to be hard to be interesting. You can also try making a levelset with some unique design. If you just put door button on the left screen then run back to right screen where door opens, levels become predictable, and more of a chore than an actual fun.
You have a great point. People are tired of going left and than right.
Yeah, what Coco says is that levels that make the player think or present the player with unexpected things are interesting. :)
If a raise button opens a single nearby gate, then this could feel like just a basic chore.
Alternative options are to (semi-)permanently open gates by forcing loose floors to fall on them, to use (the weight of) - dead or alive - guards to keep raise or drop buttons pressed down, to use loose floors to make stuck loose floors fall, to temporarily lure guards onto buttons, open or close multiple gates with one button, and so on.
See also the document about special events.
Some of the easier tricks might also be useful, although overusing tricks is a risk.

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princeomkar
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Re: New member here, working on some levels.

Post by princeomkar » December 10th, 2016, 8:13 am

Hello,
Played your level. Very good design, but try to make it more difficult. Try to make such changes so that the Prince will be compelled to pass through all screens (rooms). The sword should be got by the player by passing through traps. But a good designed level! :)

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princeomkar
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Re: New member here, working on some levels.

Post by princeomkar » December 10th, 2016, 8:13 am

Hello,
Played your level. Very good design, but try to make it more difficult. Try to make such changes so that the Prince will be compelled to pass through all screens (rooms). The sword should be got by the player by passing through traps. But a good designed level! :)

cipriano200
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Re: New member here, working on some levels.

Post by cipriano200 » December 10th, 2016, 1:39 pm

princeomkar wrote:Hello,
Played your level. Very good design, but try to make it more difficult. Try to make such changes so that the Prince will be compelled to pass through all screens (rooms). The sword should be got by the player by passing through traps. But a good designed level! :)
I'm glad you liked it.
I am working on a different version, with better design quality.
Some people prefer difficult, and i wanna do that.
Thank you for your advice @princeomkar. :)

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Re: New member here, working on some levels.

Post by cipriano200 » December 10th, 2016, 1:40 pm

Norbert wrote: Yeah, what Coco says is that levels that make the player think or present the player with unexpected things are interesting. :)
If a raise button opens a single nearby gate, then this could feel like just a basic chore.
Alternative options are to (semi-)permanently open gates by forcing loose floors to fall on them, to use (the weight of) - dead or alive - guards to keep raise or drop buttons pressed down, to use loose floors to make stuck loose floors fall, to temporarily lure guards onto buttons, open or close multiple gates with one button, and so on.
See also the document about special events.
Some of the easier tricks might also be useful, although overusing tricks is a risk.
Working on a different version. :)

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