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#1 Before February 2015

kerred
Guest

Kerred's guide for first time map makers

(I moved the topic here, thanks Different55)

I was going to replay to the "tips" sticky topic, but didn't want to make such a big post, so though i'd make a quick guide for those getting started.
So you want to make an everybodyedits map?   That's great!   Its addicting and lots of fun for those of you who like building and creating things.   If you are going to have thousands of people visit your map, you may want them to have the best experience possible, and a few of these dos and donts should get you off to a good start!   I will be discussing "playable" maps, not art maps, sorry artists!

Part 1:   He's gonna take you back to the past (what to know about bad platformers)

First, let us discuss what makes a "bad" platformer.   If you weren't living in the NES days, then you probably have seen reviews of old NES platformers, and how terrible they were.     Here are the elements of what I would consider a "bad" platform game.

-No alternative routes.   You have to get through, and there is only one way to get through, and if you can't, you're stuck forever.

-No checkpoints.   If you fail, you have to start over.   You never feel like you are getting closer each time you fail.   Even if you a few steps away from reaching your goal, you fail and you are sent all the way back to start over.

-Restricted movement.   Tiny platforms requiring you to land spot on, low ceilings removing your freedom of movement during a jump, and narrow passagways requiring you to figit around to be that perfect pixel away to jump.

These were the things we hated as a kid back in the NES days, and sadly, quite a few EE maps follow this design because its quick and easy.

Part 2:   Concerning EE (minor game flaws)
Now some of you like difficulty, but everybodyedits has a lot of traffic, so controls are not as responsive as you hope to be.   Here are some issues (as of 3/17/2011)

-There is still a bug where you cannot move left while holding up, and jump at the same time.     This occurs about 10% of the time when you load EE, so remember it if you are making complex jumps.

and refreshing your browser or EE application usually fixes it.   Not a big deal unless you have a specific kind of jump that requires moving up through gravity.

-Edge jumping.   In many good Nintendo first party games, you still have a moment to jump even though you just ran out of running space.   Donkey   Kong Country is a prime example.   In everybodyedits, as soon as you are more than halfway off a block, you cannot jump.   This is why jumping to a block two spaces directly above you is so frustrating.

-Lag.   Not everyone has cable or FIOS.   Maps that require perfect keyboard presses will frustrate those with slower computers and connections.
Part 3:   Get it get it on the floor (getting started)

I'M GONNA MAKE A MINIGAME MAP!   That's great, but hold on there, partner.   There are lots of minigame maps.   Lots of them.   And they are all very similar.   A minigame map is good for those that want to make something quickly and easily, but there are a lot of restrictions.   minigame rooms are often small, and will usually end up feeling repetitive and too simple.   minigame maps also provide less creativity for the player, as there is usually only one way to go and only one way to get through.

I suggest thinking of a theme for your map.   You don't need to be a artist to put a roof and walls around your minigames so it feels like players are in a fun house or haunted house, or exploring a cave, or outer space, or even all of the above!

I also suggest thinking of some kind of goal for the players.   Getting to the end just doesn't seem rewarding enough.

I'M GONNA MAKE A BOSS MAP!   Everyone loves interaction, but you are not around all the time to control the map.   For the love of everything

good and shiny in Odin's beard, if you make a boss map, rename the level to "Inactive boss map" or something.   Better yet, why not use all that

space you aren't using in your boss map to make an actual playable map!   That way everyone that joins will at least have something to explore

instead of seeing a useless map.

Part 4:   Extreme bias (my style)

http://www.youtube.com/kerred

I have a particular style and guidelines I tend to follow when making maps.   Feel free to steal any of these ideas if you like them, as I would like to see more of these kinds of maps.

-Exploration.   I love open ended maps.   Much like Zelda, Metroid, Mario, Elder Scrolls, just go anywhere and do anything.   For some reason I can't find ANY other maps that allow you to choose which minigame to try in what order.   Is there a reason why?

-Thinking, not luck.   Trying to do a hook jump to a block 2 squares above you to me is not rewarding.   Just being lucky that the server responded to you pressing the spacebar at the right time does not seem right.
My philosphy of my maps is this:
"What??   that's impossible!"
"I keep failing!"
"oh wait, what if i try this..."
"oh wow, this is easy now!"

I love multiple ways to do things.   I hide little shortcuts when I can to have 2 or 3 ways to get something.   I like leaving misleading jumps, only to leave little hints about how you are really supposed to do it.   The way I see it, you should be able to get a coin or through an area 80% of the time without fail as long as you know the right way to do it.

-Positive interaction, not negative.   I don't understand why everyone uses keys, black blocks, and secret blocks negatively.   For example "someone touched a key, so you have to start over now lolol".   "you want 20 blue coins?   you can't a black block is in the way lolol"

I have an idea, how about this:
"cool, someone touched a key, that means you can temporarly take this shorcut"
"That coin too far for me to reach, maybe if a take a leap of faith.... hey there's a secret platform here! :3"

-Optional options.   Let's say I make a coin door, and let's say I put 5 coins in the area.   Instead of making the coin door 5, I will make it 3 or 4.   That way if a coin is too hard, they can just skip it without quitting.   And perfectionists will still want to get all the coins anyway.

-Flow and speed runs.   I like to keep a player moving.   When I see a player stopping, moving a few milimeteres, and stopping again, I get sad. When I make maps I imagine what it would be like for a speed run, bouncing left and right, always gaining momentum, finding the fastest way to complete something.   That makes me happy.
Part 5:   To be continued

I will be editing this guide with alot more information, such as how to troll-proof your map, use of coins, etc.     
Any feedback is welcome.

IMPORTANT:   I am probably wrong in many ways, and I do not intend to make you angry, so please tell me to correct anything that will make you happy smile

#2 Before February 2015

Tudoreleuu
Guest

Re: Kerred's guide for first time map makers

Offtopic: Kerred, please read your PMs.

Ontopic: Great guide.

#3 Before February 2015

supadorf24
Member
Joined: 2015-02-26
Posts: 2,675

Re: Kerred's guide for first time map makers

Very nice. This is avoid guide for anyone, really. Maybe you should add that even if a certain kind of level is popular, doesn't mean it's good. I never play straightforward box minis anymore, unless I like the art or style. I find that, although sometimes not as popular, people enjoy original levels the best.

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#4 Before February 2015

duartel
Guest

Re: Kerred's guide for first time map makers

Needs.
To.
Be.
Stickied.
NOW!

#5 Before February 2015

Bobithan
Member
Joined: 2015-02-15
Posts: 4,476

Re: Kerred's guide for first time map makers

I agree, this really needs to be stickied. STICKY NAUGH!


aka towwl

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#6 Before February 2015

JadElClemens
Member
From: Colorado, USA
Joined: 2015-02-15
Posts: 4,559

Re: Kerred's guide for first time map makers

I third, but it needs to be organized a bit better first, like with sections and subsections. It'd be easier telling what's what and what belongs with which header.


4RNmJ.png

I hate tall signatures.

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kerred 1423761333200099

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