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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Ideas On What Makes a Good Level
Ideas On What Makes a Good Level
2001-01-20, 5:29 PM #1
First off I think this is an important topic for us level designers to discuss.

As an avid player of Jedi Knight in the "zone" I'm noticing that a lot of people are still playing the "black and white re-runs" (e.g. BGJ, JHS, Oasis, etc...) and very few of the new levels are being played.

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So I'm wondering why. I've thought of a few reasons. One, the quality of the levels. Two, the gameplay (is it fun). Three, the size of the levels (are they too small or too large). Four, are the levels unique.

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I'm hoping that this topic will spawn some creative ideas on what really makes a level good. So without further adoo:

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What goes into making a level that players like to play and enjoy?

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Your eyes and ears can deceive you. Don't trust them.
2001-01-21, 4:06 AM #2
I think that the problem is that many of them don't know Massassi, Admirals Command Chamber or Code Alliance. Only the Jedi Knight outpost,Mos Eisley and Code Alliance are on the links section, but who looks there NOBODY, they just wanna play.
Besides that the problem is the general design in most MP levels, some of them are too poor in design, but there are some of them which are very good.
2001-01-23, 7:46 PM #3
...and also, people are stupid.
-JLAW
heywhereyou@hotmail.com

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