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When placing enemies I think about how the player will try to kill each one, and then come up with ways to make that riskier. For example, an enemy next to a door would normally be easy to just knock over and execute. But by putting an enemy with a gun in the same room, the player would have to knock over the enemy and quickly react to the shooter, otherwise they'd get shot during the execution. Try not to use offscreen gunners like I did in floor 3 of this map, as it's never fun to get shot by an enemy you didn't see!
Hope my reply is helpful, and best of luck in designing your own levels. I'll definitely play them!
The number one piece of advice I got was to play a load of great levels. It definitely helps! Even playing levels that aren't so great is good, as you can see where they fall flat and avoid doing the same things in your own levels. [1/2]
I've always hated my covers though. I have a friend who does pixel art and I've always been baffled by how he manages to do it so well. That's why my designs are so simple, so I can get them out quickly to leave more time to the actual making of the level. I dunno, I personally find them kinda lacking, but I'm glad you guys like them!
I don't like putting dialogue in my single levels. My favourite thing to do is subscribe to a bunch of levels and play em all in a row, and I feel that havingdialogue to read through every time can get boring to people like me who are interested in just playing through a bunch of levels at a time. I will definitely be using the cutscene editor if I ever make a campaign though!
I loved the :
- Excellent Level designs
- Backstories
- Great covers
All I can say is that you need at least some dialogue to further expand these stories.
Other than that, 9/10.
SoundCloud Link [soundcloud.com]