Post by XilaskaR on Apr 6, 2017 10:30:51 GMT -5
Hello there! So, this is a structure of a level I'm making.
Okay... Now here's another one.
Notice a pattern?
...Okay, here are two structures from Iris Dei, by DarwinGD.
... Okay, now here's two structures from Utopian Delusions, by Nahuel2996 and Shaday97.
If you haven't noticed, they're the same thing.
In both of these structures, the same objects were used for decoration. <-- The same concept was used. This is the main thing a level has to have. By repeating the same concepts in the same parts of the level, the level shows that its structured, and its not just a cluttered mess. You can have variety between decorations, but you need to use the same concepts if the structures are on the same part of a level.
Even creators that aren't that great understand this. The same structures are used on the same parts of the level. If, per say, every structure shows to be completely different from the other one, it doesn't show any concept asociated with it - therefore, there's no structure to the level, its just a mess. To avoid this, I personally use the same objects to decorate the same structures.
So, whats the main point in creating? Reflecting a song by gameplay and decoration. While some people think it can only be reflected in gameplay, I disagree with that notion. There's a really easy way to reflect the song in a decoration.
Depending on the part of the song you are creating, you will use the same objects to decorate. This doesn't mean you have to copypaste, you just have to decorate with the same stuff, forming a pattern, and by that, a concept.
Lets say I want to map this song. <-- thats a link btw.
This is the song used in my level "Doomcore" (its not core I was retarded when I named it but you get the point.)
So, the first part is 0-14%. As you can notice, the level has the same style of cavern-ish deco for that part, because the song reflects the same sounds. Around 13%, the song changes. It makes a loud noise, that I represent by a jitter-click section (straight fly) and a high velocity, and then the song becomes more intense than the first part, but less calm than the loud sound at the straight fly part. So the colors change, and the decoration concepts too. It looks more "technological" now as there are brick walls at the background and the decoration starts to be less cavern-y. Theres also structures now, which they werent on the previous part.
Off-Topic: Everything else in that level is kinda shit so don't worry to see it more. I just wanted to provide an example.
I could keep analizing my level but you get the point. You use the same concepts for the same parts of the song, then change them when the song changes, to represent that change.
New creators tend to not follow this. They make levels that are huge messes but not because they look bad, rather because they never have any concept, they just create everything differently when the song doesn't represent it.
So, tl;dr?
The main purpose of creating a level is to reflect a song via gameplay and deco. Therefore, when the song indicates the same type of sounds, you must map the same type of decoration. I'm not saying you should copypaste, just use the same objects you did to decorate and order them differently.
I'm gonna start to do quick guides about GD Creating. Hope you guys find them usefull.
Okay... Now here's another one.
...Okay, here are two structures from Iris Dei, by DarwinGD.
... Okay, now here's two structures from Utopian Delusions, by Nahuel2996 and Shaday97.
If you haven't noticed, they're the same thing.
In both of these structures, the same objects were used for decoration. <-- The same concept was used. This is the main thing a level has to have. By repeating the same concepts in the same parts of the level, the level shows that its structured, and its not just a cluttered mess. You can have variety between decorations, but you need to use the same concepts if the structures are on the same part of a level.
Even creators that aren't that great understand this. The same structures are used on the same parts of the level. If, per say, every structure shows to be completely different from the other one, it doesn't show any concept asociated with it - therefore, there's no structure to the level, its just a mess. To avoid this, I personally use the same objects to decorate the same structures.
So, whats the main point in creating? Reflecting a song by gameplay and decoration. While some people think it can only be reflected in gameplay, I disagree with that notion. There's a really easy way to reflect the song in a decoration.
Depending on the part of the song you are creating, you will use the same objects to decorate. This doesn't mean you have to copypaste, you just have to decorate with the same stuff, forming a pattern, and by that, a concept.
Lets say I want to map this song. <-- thats a link btw.
This is the song used in my level "Doomcore" (its not core I was retarded when I named it but you get the point.)
So, the first part is 0-14%. As you can notice, the level has the same style of cavern-ish deco for that part, because the song reflects the same sounds. Around 13%, the song changes. It makes a loud noise, that I represent by a jitter-click section (straight fly) and a high velocity, and then the song becomes more intense than the first part, but less calm than the loud sound at the straight fly part. So the colors change, and the decoration concepts too. It looks more "technological" now as there are brick walls at the background and the decoration starts to be less cavern-y. Theres also structures now, which they werent on the previous part.
Off-Topic: Everything else in that level is kinda shit so don't worry to see it more. I just wanted to provide an example.
I could keep analizing my level but you get the point. You use the same concepts for the same parts of the song, then change them when the song changes, to represent that change.
New creators tend to not follow this. They make levels that are huge messes but not because they look bad, rather because they never have any concept, they just create everything differently when the song doesn't represent it.
So, tl;dr?
The main purpose of creating a level is to reflect a song via gameplay and deco. Therefore, when the song indicates the same type of sounds, you must map the same type of decoration. I'm not saying you should copypaste, just use the same objects you did to decorate and order them differently.
I'm gonna start to do quick guides about GD Creating. Hope you guys find them usefull.