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well hello everybody Rob salmon back
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again with another level letter tutorial
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joined by and it's mad yeah hope
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everyone is doing well sorry there's a
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brief period for about a week that we
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haven't posted but yeah with this uh
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episode we're talking about level
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development yeah we'll try to get more
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on schedule do like one one of these a
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week hopefully but you know so we're on
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time but yeah we're doing level settings
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today which we're going to teach you how
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to make pretty levels we're not going to
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show you because to make like a really
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nice photo it's going to take way longer
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but we're going to show you some rules
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some common techniques and what not to
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do it's like yeah sorry just like a yeah
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pretty bold outline and you can follow
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just the guide you write like the
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community who has been in around kind of
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knows the rules now the main campaign
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breaks a lot of those rules but we're
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going to show you what to do and what
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not to do so first I'm going to talk
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about your level setting as in where is
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your character killing things that is it
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a bank nightclub there's not a ton of
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options in the vanilla editor the way
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the items are but that's still something
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you need to decide before doing anything
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is what about what am i building yes I
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promise said of course have a good idea
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of like setting and when we get into
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what we'll kind of talk about items and
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the appropriate items that you're going
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to be using for your specific level and
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obviously this will help once you have a
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good idea of the items list and sort of
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we're going to be putting into it all
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right we didn't cover this a ton when we
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were showing items in the first video
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just about like there is a lot of
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options for what you want to make it
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pretty much any setting you saw in the
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main game you can make a hundred
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different variations of energy
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take a little bitty if you want to do
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something like a car wash or gas station
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that you don't actually see in game yeah
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I think I'm kind of using that wasn't
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good right yeah just musing on sort of
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inspiration at times like I think with
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what he just said with the gas station
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I've seen with the subway ticket
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machines that someone like attached a
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hose on like the bottom of it and it
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sort of like a gas pump so I thought
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that was sort of clever yeah if you
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could do like two columns and like space
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them out like two units in between speed
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building so there you got yourself a
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little gas oh okay so that's that's
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level setting what we're getting to
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colors and floor tiles in a second the
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first thing I want to do is play a
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little game of Goldilocks with you here
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because this is probably one of the
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biggest mistakes we see and one of the
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easiest I think to actually overcome is
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the Goldilocks problem which is this
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levels too small this levels too big
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this one is just right basically two
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small levels are too cramped and the
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game's combat really shows some of those
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problems namely and executions and hit
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detection
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whereas too big you're going to get shot
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off screen whereas if you get it like
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get the right size room which will be
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fun to play and I honestly believe the
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main game didn't even succeed in that
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a lot of ways yeah
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another I'm just seeing those yeah I
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included this guy behind the bar too
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because people love putting a gunner
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behind the bar that light can't escape
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so he just stands there and shoots at
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you please stop yeah
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or putting the whole talk about specific
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enemy placement but it's either doctor
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behind the bar yeah I can't run through
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them it's pretty frustrating although
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I'm sure this is probably one of the
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most polarizing episode I think because
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a lot of the big creators probably have
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different philosophies and what looks
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good what doesn't like I'm not claiming
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any of this looks good right now
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but I want to give you a good idea of
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what's a level design and you could beat
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that room if you bait and whatnot come
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in here yes see my mods because this is
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this is the French from human being
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three so you're welcome for this [ __ ] I
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wish I turned off my mods anyways but
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this room is too small you come in you
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have a door if you have a door looking
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like this it doesn't look good this is
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honestly probably the best small rooms
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can create with hardly anything in it
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yeah basically you can't do a whole lot
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of the fast stuff if you want a good
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example of crowdedness play like blessed
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or the original blessed campaign like
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there's no breathing room
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yeah where is this I can come in here
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and it's easier obviously but it's also
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more fun to play the whole gate good
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mentality like you difficulties a fun
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thing if it's frustratingly difficult
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it's not good it's got it's got to have
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a level of difficulty but like surpassed
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see like that that wasn't fair that dude
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shot me from like way up there so don't
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don't do that you got to find the right
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size room yeah listen to what the yeah
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sorry sound so all of us um basically
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with the rooms as well it's not saying
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like
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having like the maximum amount of
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enemies that should be in a room it's
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more so when you get to like level flow
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and sort of like like oh I could add it
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to me here or there's like basically
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just spam at this point so it's like of
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course it's use your best judgment even
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for that smallest room I would only put
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like one guy in there right but on again
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it's kind of up to like get a feel for
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him especially special enemies like
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Dodgers and spats and whatnot yeah I
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think what that do with you done with
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the that falls for him I was like I
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swear to God like a handful of times you
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see people who put a Ducker in a room
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like that I'm like go [ __ ] yourself okay
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no I agree I agree we're going to talk
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about docker just because those those do
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the best to ruin flow more than I think
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anything is when you got to like stop go
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back find a gun and then just peek them
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until he stands up honestly I don't
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think they should have been in the game
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period because I've never like I don't
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barely think of any ways that it makes
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it fun like at least with the Dodgers
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yeah you can throw your weapon pick up a
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melee weapon or whack and like it's good
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and feel cool yeah it's like some sort
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of like combo we're playing yeah I'd
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never found crouchers good unless they
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make my looks are level at cool like you
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see him crouching behind a table like
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visually that's cool not fun to fight
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yeah like I can't play the stupid I do
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agree that they have been without it
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like possibly like are you so exactly
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like with dead ahead like holy [ __ ]
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there's like Colombians like stacked up
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here like they do not want you to like
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come onboard but like and yeah like this
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game mechanics is shitty but so we
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forgot to include this in the last level
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editor tutorial video Thank You jacket
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50 me for reminding us but it is you
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hold Shift + right mouse pumper
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in DFS I built a time shift in right now
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scope and you can just delete all the
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floors this way
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I forget about this quite often myself
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but it's useful it's better than the way
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I told you in the last video where it's
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just to choose like when these blank
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ones because if you add a tile mod that
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fills in those blank ones
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it'll show up like even though it's
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technically blank so the better way is
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the right mouse button shift come on oh
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they're just hotkeys how to use hotkeys
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again all day so next I want to talk
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about another thing is so you go Rob I
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understand about the open levels but it
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looks cool
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like if you look at this little if you
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look at this level this is a cool little
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diner here
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I don't want to change it because
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realistically a diner would be that size
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no gameplay over design as it I don't
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care how good it looks it plays like
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[ __ ] it's trashed sorry
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you know this is a nice bar it doesn't
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play well at all but it's a nice bar no
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you're gonna have to fix that if you
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want people to really enjoy your level
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you just because it's realistically
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designed like that those we need to play
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especially courtyards like I've seen
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people actually like say like I know the
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courtyard is frustrating to play but I
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mean courtyards aren't that small so
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you're gonna have to deal with it yeah
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and even like a good example as your
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tables like you could almost keep the
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ones that are vertical and then add like
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if they're all vertical and then add
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another column in the middle and like it
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would be realistic like I guess the
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sitting room for people but at the same
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time your character going to be able to
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like walk the room like he has now in
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that space and you have to go like all
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the way around and that's just like
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you're eliminating like movement to your
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player sort of thing right at the very
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least don't suggest doing this
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throughout your entire campaign but if
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you reach a room that you're like I
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literally don't know how to design this
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not
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just don't include double-barrel into me
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on the other side of the room don't
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include idle enemies just standing here
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waiting to gun you down as you walk to
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the door make you can kind of cheat it
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with the in immediate placement to so
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they're not off-screen when you engage
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yeah we'll definitely talk about like
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soon as they get me as a model slow like
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a huge thing on the side note is that
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like you said the the random
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double-barrel guys are essentially like
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a boss and they can easily just like to
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sculpt you from like four windows and
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just like screw your day up so high
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I think double-barrel limbs gives me
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more in this game than anything else so
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you can even change their patrol so I
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could place like a stool here and
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they'll walk this way so they're not
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they're never off-camera should I be
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sitting here and if you don't like
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adding a small object there you can use
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be me and Matt's office use the
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invisible barrier and this might catch
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your player slightly but more often than
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not that looks nice and that won't show
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up so they'll just rent a turn for
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seemingly no reason so if you can't come
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up with a small object to alter the path
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you can just do that what do you think
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yeah it's so not and with that you kind
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of see how they kind of behave in a way
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this base it takes for them to hit an
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object it's like not right against them
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it's like almost like I don't know the
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amount but yeah like you said you can
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almost if you're not able to add
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anything like a trashcan or something
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you don't want to visually kind of mess
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up the level vibe you're going for then
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you have like the red notches are good
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kind of substitute right a couple other
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things that suggest not to do is green
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or red walls in the interior even if
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it's a sewer level or something the
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green sewer walls and the red outdoor
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walls if you're going to make an entire
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level looking with these walls you're
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messing up it doesn't look good
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checkered tiles spam if you've got if
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you using these checkered tiles just
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abundantly too much you just you're just
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going to hurt my eyes
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corner channels for everything don't
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these can be like nice specialist walls
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but if your entire room is vanities it
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looks strange because the corners make
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the walls overlap because there aren't
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any corners yeah I think I'm going back
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to the tile thing - you definitely want
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some variation of just towels in general
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like not all like not the whole level
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has to be like just straight rug like
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you want some towels in there like
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possibly some like flatter looking for
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towels but of course we'll kind of get
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into the aesthetics of your level and
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kind of what color schemes are really
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good but yeah right that's a difficult
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thing to teach in my opinion you're just
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gonna have to have an eye for it but
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like if you just fill a room with a one
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color it's carpet and just do that
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reading room it looks poor basically
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yeah what variation can you you can
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almost have variation with like using
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like three or four and like four
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different sort of like tile that's sort
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of like bring it together but literally
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just switch on and off of that and of
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course like Robbie said that's almost
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better than having like one specific
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tile for your whole floor so going more
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in depth about level the tiles and the
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variations here we're going to show
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creation that Matt made showing what you
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can do maybe not the best example of
00:13:21
tile variation because there's only two
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three different tile in each of these
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rooms but you can
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use the furniture and the tile
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complement each other to create you know
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create what you're supposed to be in
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office the house hey drop your grade
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briefly transfer grid checking in yeah
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well just more so like singing it
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visually I think it's better yeah I
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think rock so too with the doesn't
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really show a good example of the
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variation because obviously when you're
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working with larger Tom for plans
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obviously you're gonna have more space
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to of course have that variation but um
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you know this is for just like level
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detail it's almost I think we said I was
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like simplistic is the far-left the
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middle ones like a moderate sort of
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level design you have like the monitors
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you might have like a trash can like a
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plan probably see it like some picture
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frames and then highly detail which is
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not overly crazy but of course like the
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easiest just like a drug den where you
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just have like your crates boxes a lot
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of trash yet either's different objects
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have different properties so you saw
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there's like a homeless bed there
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there's like the gang mattresses for
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base like a mattress that is on the
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floor but in this case these trash bags
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but they look like they're actually body
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bags and the editor and I kind of like
00:14:54
beads because you can put them in the
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middle of the floor you don't have to
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worry about the player kind of getting
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stuffed and have to go around them so
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that's kind of a unique thing I've like
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used yeah
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flat or walkover able objects are really
00:15:08
good to decorate your level because
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they're not going to just your
00:15:12
characters not gonna get gummed up on
00:15:13
them nor is the animated design if
00:15:15
you're because it's going to have to
00:15:17
create good walking placements
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I like mostly it would suggest stick to
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patrols the random ones usually can
00:15:23
break a level if they you know walk into
00:15:27
the wrong hallway and yeah they
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definitely yeah leave it up to random
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and it means to go where you basically
00:15:34
don't want them to and you can imagine
00:15:37
like oh he's going to be contained
00:15:39
within this specific room it's like no
00:15:40
you're going to walk out he's easily
00:15:42
just going to like gun you down but
00:15:44
gameplay wise I love them that happens
00:15:46
because it's sort of unexpected yeah
00:15:48
it's not the worst thing but I think
00:15:50
we've all been there when a random
00:15:52
shotgun or random double-barrel guy gets
00:15:55
it you want to move to any place right
00:15:59
now um yeah so again like I said it's
00:16:02
just a good kind of not good a fair
00:16:06
example of just sort of examples that
00:16:10
love detail in general but yeah so as we
00:16:13
transition let's head to the enemy lab
00:16:17
where we're going to conquer a previous
00:16:20
inspection party section of enemy
00:16:24
placements yeah manicure if you don't
00:16:28
want enemies to shoot you through
00:16:29
windows or see you at least you can put
00:16:31
invisible walls over them bullets can go
00:16:34
through but this is actually a good way
00:16:38
to prevent enemies from thank you it's
00:16:40
another thing is if you have an item
00:16:41
like a desk that you can't walk over but
00:16:44
people can see you over if you put
00:16:46
something here and then put the
00:16:47
invisible wall now you've created a
00:16:50
visual barrier and so that can help you
00:16:52
get away with bigger room yeah I think -
00:16:55
there's some shelves I don't know if
00:16:58
they're on the henchman levels but
00:17:00
there's one I think it's actually the
00:17:02
police like interim police evidence room
00:17:06
yeah where there's like a they look
00:17:07
right evidence yes
00:17:08
yeah those shops they can easily just
00:17:11
shotgun you through and so kind of be
00:17:12
careful with that and like sort of test
00:17:14
them and you can almost just test it out
00:17:17
by putting any enemy on the other side
00:17:19
of a shelf and just saying if they shoot
00:17:23
you through it
00:17:24
yeah I've insulated on the behavior and
00:17:31
often - with the red barrier wall with
00:17:34
the windows this top left section where
00:17:37
you kind of see it slide that sounds
00:17:39
pistol the reason that's kind of getting
00:17:41
out is I put it against and it almost
00:17:43
was like the Patrol would like run into
00:17:47
it and so I can I brought it down a bit
00:17:49
I think that's just a bug with this
00:17:51
level but that shouldn't happen but just
00:17:54
in case you're wondering that's why
00:17:55
literally any pixel in their path it has
00:17:59
to be perfect so basically we've talked
00:18:02
that patrols is your go-to in a bee
00:18:04
placement so let's talk about the types
00:18:06
matt has some cute names yes so
00:18:10
basically this is kind of confusing but
00:18:11
almost uh to help me remember but
00:18:14
looking at this top section is likely to
00:18:18
consider like a light patrol and again
00:18:21
this could be just to patrol melee
00:18:25
enemies or you could even have like one
00:18:27
patrol gunner because again it only
00:18:30
takes one guy like one gun enemy just to
00:18:33
like shut you down but this is kind of
00:18:35
considered like a light sort of patrol
00:18:37
and with these two of me like guys it
00:18:39
sort of ease this even coming for you
00:18:41
and so yeah so moving down after rod
00:18:46
murdered my people we have collected
00:18:49
sensors a a medium patrol and of course
00:18:54
this could be maybe like a a zoo to
00:18:59
Gunners or maybe like a melee and the
00:19:01
gunner patrol we also get into
00:19:04
variations of having like a gunner and a
00:19:05
fat guy and there's kind of issues with
00:19:08
that they'll get into but yeah just to
00:19:12
gun in means having maximum for this is
00:19:14
definitely enough to control like a
00:19:17
decent hallway or section within your
00:19:18
level so yeah shoot them yeah especially
00:19:24
since I can't see me because the
00:19:26
invisible barrier next we're doing heavy
00:19:30
I believe heavy Patrol
00:19:35
cool so yeah this is um far right and
00:19:39
the ridgepole not that it consists of
00:19:42
just like three of three enemies but in
00:19:45
this case it's pretty pretty pad so
00:19:48
another variation would almost be like a
00:19:50
fat guy a gunner in the middle and
00:19:53
another fat guy and I'll probably the
00:19:55
maximum patrol at least with fat enemies
00:19:58
because I've seen like one but like
00:20:00
three fat enemies in a row and that's
00:20:02
just like way too much and CS for this
00:20:06
case this is like I would rarely put
00:20:08
this in a level and obviously the meat
00:20:10
getting like difficulty I will consider
00:20:12
this a common sort of patrol in the Hard
00:20:15
difficulty level but honestly it's even
00:20:17
your best judgement for this right and
00:20:19
with fat enemies you can create like you
00:20:22
can have accidental meat shields which
00:20:24
that you don't want to be a regular
00:20:27
thing in your levels obviously it's
00:20:29
unavoidable sometimes the small enemy is
00:20:31
going to get in front of the fat enemy
00:20:32
and absorb the entire shotgun shot but
00:20:34
if it's happening consistently you might
00:20:36
want to change up the order of the
00:20:38
Patrol and yeah like this is good I'm
00:20:44
gonna say also including a bat
00:20:48
patrolling around a room and maybe
00:20:49
having that doctor in the middle so
00:20:51
you're asking to like shoot over the
00:20:53
Dodger to kill the fat and pick up a
00:20:54
melee weapon somewhere and hit them I
00:20:56
think I think I don't like Dodgers or
00:21:00
crouchers a whole lot yeah what kind of
00:21:03
getting into that if you go all the way
00:21:05
down I think I did another section to
00:21:09
the double doors and yeah I guess so I
00:21:15
think I put like a variation I think
00:21:17
what we just said if you see the Patrol
00:21:20
some guy and the fat dude you want it
00:21:23
like that not the other way around
00:21:24
because like Rob just said it's almost a
00:21:26
meat shield that seriously sighs I'm
00:21:30
sorry
00:21:30
and see I just get the song pistol yeah
00:21:41
Matt's watching at a delay because theme
00:21:43
is broadcasting so it sounds like met
00:21:46
not of defeat because the image yeah I'm
00:21:51
too slow in general was giving a alright
00:21:54
so now that you've seen kind of how to
00:21:55
do patrol here's a lot of what not to do
00:21:58
as hammer looks like so if you've ever
00:22:03
played one of those terrible jacket
00:22:04
campaigns this is probably a common
00:22:06
sight with just Matt just pulled out all
00:22:09
the stops here what makes them angry
00:22:12
yeah I've kind of this is bad so we kill
00:22:16
must I'm having trouble even looking at
00:22:18
this right now but like Rob just said
00:22:21
sort of with the red and through walls
00:22:28
sort of just like having a consistency
00:22:30
like you want your red walls to be the
00:22:32
exterior and white walls on the inside
00:22:34
and this is sort of like a mix of both
00:22:37
which is of c20 consistency and the far
00:22:41
left side again this is a spam in
00:22:42
general which is just not fun
00:22:45
whether it's like melee bring the melee
00:22:46
or gunner enemies we have a 1x3 hallway
00:22:51
which is just like not good that's Clea
00:22:55
another thing I think you forgot is the
00:22:57
patrols that end up getting stuck I
00:23:00
[Music]
00:23:01
sometimes especially if you don't just
00:23:03
let the patrols go for a while before
00:23:05
you start like when you're testing your
00:23:07
level I would suggest they're walking
00:23:09
outside and just watching the whole
00:23:11
hamster ball go because often oh yeah
00:23:13
often you'll have a control work for
00:23:15
like a couple rounds and all of a sudden
00:23:16
he'll hit something he wasn't supposed
00:23:18
to and they'll get stuck in a corner
00:23:20
just turn forever fix that please just
00:23:23
let your level run attacking or engaging
00:23:25
them and see how long it can hold out
00:23:27
because it can go forever
00:23:29
you're golden but like they get stuck in
00:23:31
the corner something you're gonna have
00:23:32
to move an object yeah when I first saw
00:23:35
them generally putting a layout down
00:23:36
I'll put enemies like the first like you
00:23:39
yeah roughly like four or five Lily like
00:23:43
Rakesh said I'm not even like fighting
00:23:46
them around and just seeing what they're
00:23:49
doing so yeah that's a great tip to
00:23:52
consider when you're making yourself
00:23:59
what's next oh yeah you are God at your
00:24:03
own level basic yep you when you make a
00:24:07
level it's as if that you you're the
00:24:11
master of it you you know all the
00:24:13
enemies are you know the best route
00:24:14
pretty much yeah you know you know
00:24:16
what's expected and that's the best way
00:24:19
to describe it so it's usually a lot
00:24:21
easier I get a lot of this levels hard
00:24:23
and the person responsible I can beat it
00:24:24
back
00:24:25
well yeah you created it you know where
00:24:26
everything is that you know that usually
00:24:29
creates a lot of issues where enemies
00:24:31
are off-screen because you know where to
00:24:33
shoot of any other purpose other people
00:24:36
who plan on their first try well and
00:24:38
those people who don't those who are
00:24:39
leveled
00:24:40
most campaign the bullets are phenomenal
00:24:43
yeah and I think what to with getting
00:24:47
off into Windows like with this example
00:24:50
with the red barrier I've seen like
00:24:52
office levels where you have some sort
00:24:55
of like couch area for basically you
00:24:59
have multiple and Windows and at least
00:25:01
like for static enemies just like
00:25:03
pointing through the windows and they're
00:25:06
like on the other side of the map and of
00:25:08
course like you could like to read
00:25:10
barrier them yeah basically that's a
00:25:13
great example and as we get to talking
00:25:17
about even the main game levels are not
00:25:20
album are awful but there are multiple
00:25:22
senses that are just not good and that
00:25:26
you should always like look for that as
00:25:28
inspiration yeah but it's very easy to
00:25:31
do the whole off-screen and anything
00:25:34
that because open the phone for like
00:25:37
sacrifice gameplay for realistic looking
00:25:39
levels looking when the creators of the
00:25:41
game do it you know it's easy to do so
00:25:43
serious when we say watch out yeah and I
00:25:47
think of course it's just like using
00:25:48
your best judgment blood I think not to
00:25:51
take you're never going to have an
00:25:52
offspring kill but obviously was
00:25:54
understanding enemy placement it's doing
00:25:58
your best to a boy like having like at
00:26:00
least my mindset when I'm making a level
00:26:02
is is this fun to play and like having
00:26:09
little to no off screens with a player
00:26:12
and we'll kind of get into like play
00:26:15
testing or I think now because you
00:26:19
talked about Dodgers sort of running
00:26:21
level flow or like having a duffer
00:26:23
behind your bar
00:26:25
I was horse cantering ever putting
00:26:27
duckers in a level like some people go
00:26:30
way overboard with them like kinda
00:26:32
Dodgers basically they ruin game flow
00:26:36
because I mean the whole games about
00:26:37
killing as fast as possible so if I get
00:26:39
if I clear out five rooms and then four
00:26:42
walks the next door see that he's
00:26:43
standing right outside of it and I have
00:26:45
a gun I'm gonna have to stop what I'm
00:26:47
doing go back find a boat pipe walk in
00:26:49
there and brain them with it
00:26:51
I just ruined the fluff yeah so a lot of
00:26:54
times they don't up the difficulty for
00:26:56
the best they do it for so I would have
00:26:59
people playing of course - Dodgers a
00:27:02
floor at the most in my face I also want
00:27:05
even the batsmen depending on the size
00:27:08
of the floor itself - true go easy
00:27:12
same with dogs one or two they're not a
00:27:15
huge offender of a lot of things but you
00:27:17
can't kill them unarmed so it's probably
00:27:19
best not to throw them at the very
00:27:20
beginning of Louisville like if I'm
00:27:22
walking through the door and I'm
00:27:24
immediately mauled by a dog that's bad
00:27:27
yeah you kind of what I'm like I I
00:27:30
usually put them like at the way end
00:27:32
where my players not have or kind of in
00:27:35
the middle and allow them to sort of
00:27:37
because I think they hug the left side
00:27:39
of the wall with their properties and
00:27:41
sort of put them or they might wander to
00:27:46
an area that they easily can be seen and
00:27:48
your player is sort of like ready for it
00:27:50
because they're fast let's talk about
00:27:52
inspiration - with that out of timing
00:27:55
but give me sir yeah talk about
00:27:58
playtesters okay yes so going back to I
00:28:02
think a previous topic I mentioned is
00:28:04
playtesting which is sort of related to
00:28:07
this thing that you are got at your own
00:28:09
level
00:28:10
now with we're talking about daughters
00:28:13
and stuff I would almost recommend when
00:28:15
you're first sort of making your levels
00:28:17
getting serious with it don't use
00:28:20
Dodgers or divers any of that sword like
00:28:22
mafia is a good sort of default for what
00:28:27
you can be using but playtesting what I
00:28:30
imagine so you finish your level and
00:28:34
again I highly recommend you do this
00:28:36
before posting on the workshop but
00:28:39
finding your level file we kind of get
00:28:41
into later videos on how to locate that
00:28:43
but you can even upload your level to
00:28:46
friends only on Steam and send your
00:28:49
friends a chat and be like hey I made
00:28:50
this level or you have to like play test
00:28:52
it for me and another thing you do is
00:28:55
keep calm I guess if they're okay
00:28:58
it in front yeah and hopefully you have
00:29:01
good friends that will give you
00:29:02
constructive feedback viella grab set
00:29:06
and also on the aratu you can watch
00:29:09
broadcast on steam so hopefully if
00:29:11
they're in it is good you can sort of
00:29:13
own what I view is almost how sending
00:29:16
the level file and also put in the game
00:29:18
and I watch their broadcast like ads are
00:29:21
coming yet live and so essentially you
00:29:24
have someone who's putting your level
00:29:25
blind and that's a great like tool to
00:29:28
use because I literally sit there was
00:29:31
like a notepad and say maybe the second
00:29:34
floor this larger room I saw they're
00:29:37
getting killed often by this one
00:29:39
specific enemy and so I'll make note of
00:29:41
that and I'll go back and maybe I'll
00:29:42
delete them or maybe I like moving
00:29:44
around but in general just having you
00:29:48
don't need like ten people to place SSA
00:29:50
with a single level get like one or two
00:29:52
do and really kind of observe how
00:29:54
they're going through and playing stuff
00:29:56
and just sort of use that feedback to
00:29:59
edit and kind of work around but yeah
00:30:02
Wednesday's thing I believe is a must to
00:30:05
making like efficient good levels my
00:30:09
opinion so I agree I agree there is one
00:30:12
human being to level that there's two
00:30:14
ways to the next floor and I I don't
00:30:16
think I ever used the other way I always
00:30:18
went the same way so then when I had
00:30:20
Yossarian going the other way he was
00:30:23
like it's really perfect in this
00:30:25
direction and I just never knew so like
00:30:28
it's real also if someone asks you to
00:30:30
play test the level don't just be like
00:30:33
it's good or great level smiley face or
00:30:36
some [ __ ] post like that like say what
00:30:37
you thought if you really think it's
00:30:39
flawless and it's God's gift to hotline
00:30:40
Miami like I guess you can tell them
00:30:42
that but yeah yeah like I put out I put
00:30:47
out a beta for human being
00:30:49
threes first level and everyone's like
00:30:52
great job Rob and like I got one one
00:30:54
good feedback at best yeah I think to
00:30:59
the uploading on the workshop will cut
00:31:01
to get into the community but they said
00:31:04
remember when I got my first actual
00:31:06
comment and so I think there's some guy
00:31:08
that goes around he just does good level
00:31:10
I think once Rob de said you're just
00:31:13
like you want like what did you like
00:31:15
about it sort of thing and yes so I
00:31:19
think to was being yeah and I think
00:31:22
would being an author as well not as
00:31:26
when we get into like creating campaigns
00:31:27
but when someone provides someone who's
00:31:31
put this in your level you need to be
00:31:33
giving good constructive feedback
00:31:34
obviously don't be too critical like
00:31:36
we're like some people are obviously
00:31:38
Newars to it just then it's like this
00:31:42
something cuz it took them like 20 hours
00:31:45
to do now if you don't like roast their
00:31:47
level but but sort of from looking for
00:31:54
basically don't kind of get wrapped up
00:31:58
and like they're sort of like targeting
00:32:00
your level because I can do I've liked
00:32:02
in the sense of like this level is this
00:32:04
[ __ ] is so good and then someone's like
00:32:06
and like you should probably delete
00:32:07
these three enemies of a blog you kind
00:32:09
of get taken aback but sort of get out
00:32:12
of that mindset and a more sort of
00:32:15
player and kind of think is this kind of
00:32:17
like ruining the flow of it like is this
00:32:20
sort of like your pansy-ass maneuver
00:32:21
that only I can do like mid game but
00:32:25
yeah just be open-minded and sort of
00:32:27
like the feedback and receiving from
00:32:28
here what does stirs great right
00:32:32
so basically unfortunately we can't show
00:32:35
you how to make a nice level or what
00:32:38
looks good we can give you some
00:32:39
suggestions like wood floors with
00:32:41
carpets or carpet designs with matching
00:32:43
colors always look nice tile please good
00:32:46
edges but it's really hard to be like oh
00:32:49
this is what look goes good it's
00:32:50
subjective and you're gonna have to have
00:32:52
a bit of a creative mind I would suggest
00:32:54
if you're running blank what you need to
00:32:56
do is go play other people's good levels
00:32:58
I would suggest you go out and you play
00:33:01
if you haven't already go and do hunter
00:33:05
snowfall blessed redone born again
00:33:10
and just you know the top that I deter
00:33:11
stuff the cream of the crop I'm not
00:33:13
going to promote my own [ __ ] but those
00:33:14
are some really good level here to just
00:33:18
look at and like especially blessed
00:33:20
redux because there's pretty much no
00:33:23
furniture of tile mods it's almost
00:33:25
entirely the vanilla besides the
00:33:26
characters so you like you can see
00:33:28
what's possible without anything fancy
00:33:30
like snowfall I think yeah and what do
00:33:33
we mean I remember yeah and one means by
00:33:36
spinel to is that turn I didn't want
00:33:39
talk over you but I think what uh yeah
00:33:42
Rob Rotman about Vanilla's essentially I
00:33:44
know people hopefully people know that
00:33:47
you have no mods it's what's given to
00:33:49
you within the editor which is funny
00:33:51
because I don't think I've heard people
00:33:52
say vanilla just like no moss in general
00:33:54
but um lastly he's made a good point
00:33:59
about like inner snowfall and born again
00:34:00
and that you'll kind of find if you're
00:34:03
observing like level design consists
00:34:06
teeth as we're talking awake inspiration
00:34:07
but basically like what's Lego Mac he's
00:34:11
like very like I think detail-oriented
00:34:13
it away and then you look at something
00:34:15
like one again and it's again just as
00:34:17
good like the levels play great but I
00:34:19
think you'll certain has a very
00:34:20
simplistic design that's very cool and
00:34:24
so yeah yeah it's more like just evil
00:34:26
levels and it looks like soon they're
00:34:33
not still to the brim with stuff mm-hmm
00:34:36
and I think closing notes overall that's
00:34:40
a good point that you really don't need
00:34:43
like a thousand objects in a floor or
00:34:46
like your level so I can make it great
00:34:49
like as long as you have the
00:34:50
fundamentals of like visually it's like
00:34:53
good but also you have like good enemy
00:34:57
placement that's fair and I'll row the
00:34:59
levels fun to play it and that's what
00:35:00
matters I think we covered it good luck
00:35:04
with your levels tune in next time so we
00:35:07
teach you how to make cutscenes oh boy
00:35:09
alright good bye