Additionally, if you have elaborated a storyline for your level, you might want to have it span through multiple levels instead of designing a single one - it is sure to reduce loading and level designer refreshing delays as much as possible. ![]() You can usually get a response within a day or less if you approach people on the chat. The ABSOLUTE best thing you can do is get several other people to try your level out, and see if they run into lag problems. Also, your computer may be beast enough to pull the level off, but not necessarily the average user. You should also generally avoid Goomba and Koopa Armies or Bullet Bill swarms, even with Transitions. Solution: Making a complex or detailed level is possible, if you just add Level Transitions for every 50-200 spaces (and if you are going for a cloud or pipe maze, DEFINITELY go for 50). Even with tiles you can run into problems, because like enemies, breakable and other interactive tiles take more time to calculate and thus slow down the level more. Remember that in general, enemies slow down a level more than decorative items do, and even decorative items slow down the level a lot once there are more than 50 or so in a section between transitions. That's going to be hard to pull off without lag. Trying to make a cloud level? Be careful about how many of those things you put in there. Unfortunately, this can happen to even the best imagined of levels. And heaven forbid that you die, and you have to reload the whole thing again. It is no fun to be trying to make a jump, and have Mario miss, merely because he is stuck floating in air while the computer kills itself trying to render the next frame of animation, and it misunderstands exactly when your button press is supposed to be applied amongst the general chaos. The opposite problem for a level that is too simple is one that is too jam-packed to run. Use them! Solution: Spend some more time on the level and add some variety. There's tiles for making hills, cliffs, and adding other vertical variety. Also, if someone tells you that your level is too flat, it falls in this category. Many times, these levels are thrown together in a matter of minutes, and while they are fine for learning how to design, but they are really not good enough to be submitted to the portal. A general lack of enemies can make it too easy. If all you have to do is run to the shine sprite, not even jump or dodge enemies, the level is too easy. Levels where the start is placed on the left, the shine sprite is placed on the right, and a few enemies are sprinkled in between, is too short. Anything that can be beaten in less than 30 seconds is too short. The length of the level makes a difference. This is an explanation of what that means. Many times people will say that the level needs more "effort". There is a lot of talk in the community on what makes a level good or bad, and here's a collection of advice that will help you avoid having your level rejected by the Level Moderators. Original material from Superyoshi, fourinone, Avolerators and others. (The only possible exception to this being Good Practices, as much of that is tied into the Rules.) And most of all, remember, this is just for fun. Read these for a foundation - a snapshot of how everyone else is doing it - and feel free to strike off on your own. Part of the truest joy of Level Design is having a cool idea that has never been done before, and figuring out how to actually pull it off. Feel free to ignore all of it, if you have a better idea. I will note at this point that all of this is just general advice or detailed info on specific mechanics in the game. This is some of the best advice that we have all gathered about Level Design. Many of these guides will be referred to elsewhere on the wiki as well as on the forums. ![]() They are mostly made up of information that is introduced on one page or another, but are referred to often enough to warrant their own place, or require extra space for a proper analysis (some of these subjects are actually REALLY complicated). Here are a number of sections going into depth on different subjects.
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