ABOUT INTERNAL LEVEL DESIGNING //by BarTek ======================================================================= INTRODUCTION The most played levels in elastomania scene must be the fucking internals inside the game. Theirfor you can easy make out that those kind of levels are the most fit levels for long and hard hoyling ok. This is an article about Internal style level designing and my opinion of how the ultimate hoylable levels should be designed. ======================================================================= WHO IS THE PROFFESINAL LEVEL DESIGNER Everybody has there own opinion, taste and thoughts on which and whos levels are the best. Some ppl like psy hard played levels, while other likes skint0rs tricky levels and some shitheads just like to fool around on Olliz levels trying to beat his stupid basetimes. The number of legendary levelmakers is as big as the wr brakers in the scene but what do we want from these levels that we make? I tell you what we want, we want new fucking hoylable levels in wich we can brake timelimits and records etc. This is the main idea that keeps elastomania alive. New competable levels to play. And when u get bored of them, you may easily create a new bunch and carry on whit your senseless hoyling. The better the levels the longer time you will play on them untill you get tired. Without us, the level designers, there wouldnt be any players that still played the game ok. We want money for our service btw. ======================================================================= EXPLAIN THE DIFFERENCE BETWEEN A REGULAR LEVEL AND THE HOYLABLE ONE Level making is about creativity, this half of the brain is better adapted then the other when it comes to music, art and other creative stuff. If you can write poems and draw beutiful pictures then you probably have a good advantage whit levelmaking. People that are not so good at levmaking have difficulties to expand their minds and connect paths and tunnels into one united level map. These kind of people show an very clear exemple of what i would like to call "The one way syndrome". What i mean whit this is that you may play a level which has lots of nice picures, propperly set grass and even some tricky funny areas. But after driving the level for a time you discover that it only has one straight way like the internal level "Sink". These kind of levels indicate that the levelmaker isnt very skilled. In levelmaking some people just get it and others do not. Please dont feel sad about this. The straight opposite of such levels would be Lab Pro and Zig-Zag. Zig-Zag is a super good example of these good levels. What makes it so special is that its made so you must drive the same platforms more than 2 times, pass the same hill in the middle a couple times and maybe drive the same road again. Zig-Zag takes 2 min to finnish for the average player... if you would take the same time to drive a "one-way" level it would have to be very long. So the "smarter" designed levels is like the Internal organs in your belly. Altough its several meters it still fits in that little tiny space u have in your gut. And in some psychic way, people find these levels more adictive and hoylable than the "one-way" levels. Maybe beacuse they are so compact that they give the players security of knowing how big the level is in some psychic mesurements, where the flower is and where the next jump may be. ======================================================================= WHAT SHOULD I THINK ABOUT WHEN I MAKE A LEVEL THEN The hints i gonna tell below is the same as the ones Balaz had when he made the levels for the game. When making the levels make sure that even the simpliest beginner can finnish it. It may be hard doing the levels in this determed shape, beacuse people like to make their own levels freely and not by any rules. It is very simple so listen bitch. Just think about the Internals: 1. How did you behave when u drove them for the first time? 2. How could you know wich way to drive? Balaz made the levels so the driver who played them had always the advantage of knowing which way to drive and preper them for upcoming jumps, hills and holes. The driver could always imagine how the bike would react in surtain situations before even driving that way. Its all about guiding the driver trough the level. Just think about this for example: If you play one of psy hard levs. You will find it almost impossible to just even finnish it, and when you do finnish it a couple times you will notice that your best time and your second best time may have big differences. (example: best - 45.34 / second best 58,90) This wouldnt be real hoyling But when you drive a very simple level like warmup where most people get the same time as you, you would wanna stand out as one individual and find the fastest style to beat the others. Its so tempting beacuse the level is so easy and you cant resist of improving it a few seconds better while others only have improved by a few hundreds. And its often much easier doing this on these levels that is so easy to finnish, but hard to improve. ======================================================================= SUMMARY Levels whit determed drive routes appeal to people beacuse everyone can finnish them. This makes up a bigger segment, rather easy levels than some hard tricky ones whit 30 different ways of driving, why these levels do not become so popular is beacuse they only reach out to a few amount of skilled players that are good enough to finnish them. When i talk about this kind of level making i only talk about the internal style levmaking. Ofcourse people have their own ways and thoughts of how a level should look like and i am in no possition to say what is right and what is wrong. Just my fucking opinion thats all. Just dont flood my mail with hate mails after you read this. ======================================================================= //BarTek The "Elma Artist"