Hotline Miami 2 Level Editor Tutorial Part 2 - Level Design

00:35:13
https://www.youtube.com/watch?v=VJzacGNcbr4

Summary

TLDREste video es un tutorial sobre el desarrollo de niveles dentro de un editor de juego, presentado por Rob Salmon y Matt. A lo largo del video, discuten diversos aspectos técnicos y creativos del diseño de niveles, enfocándose en cómo hacerlos atractivos al tiempo que se mantienen funcionales para el juego. Abordan la importancia de la configuración del entorno, el tamaño de las habitaciones y cómo los errores de diseño pueden impactar negativamente en la jugabilidad, como el problema de "Ricitos de Oro" que se refiere a niveles que son demasiado grandes o pequeños. Los presentadores también explican cómo usar y colocar enemigos de manera efectiva, sugiriendo evitar el uso excesivo de enemigos tipo "Ducker" o "Dodger" que pueden romper el flujo del juego. Además, se hacen recomendaciones sobre el diseño estético, advirtiendo contra el uso de ciertas paredes y azulejos por razones visuales. La importancia de la prueba y revisión de los niveles por amigos es resaltada para recibir retroalimentación constructiva. Por último, aconsejan jugar otros niveles de creadores reconocidos para inspirarse y mejorar los propios diseños.

Takeaways

  • 🎮 Importancia del entorno en el nivel: Decide dónde tendrá lugar la acción antes de empezar.
  • 🔍 Cuida el tamaño de las salas: Evita que sean demasiado pequeñas o grandes para una mejor jugabilidad.
  • 👾 Coloca enemigos estratégicamente: Usa patrullas en vez de colocarlos al azar para evitar romper el flujo del juego.
  • 💡 Diseño visual es clave: Evita paredes verdes o rojas y usa variaciones de azulejos.
  • 🔄 Prueba tus niveles: Permite que amigos jueguen tus niveles antes de publicarlos para recibir feedback.
  • 🚫 No abuses de 'Ducker' y 'Dodger': Limita su uso ya que pueden obstaculizar el flujo del juego.
  • 🏁 Patrullas planeadas contra movimiento aleatorio: Las patrullas bien planificadas son preferibles.
  • 🪟 Usa barreras invisibles: Para controlar disparos a través de ventanas y definir límites visuales.
  • 👥 Valora el feedback: Escucha a tus playtesters y realiza ajustes según sus observaciones.
  • 🕹️ Inspírate en otros: Juega niveles de otros para mejorar tus propias técnicas de diseño.

Timeline

  • 00:00:00 - 00:05:00

    Rob Salmon y su compañero Matt presentan un tutorial sobre el diseño de niveles. Disculpan por el retraso en subir contenido y mencionan la importancia de planificar correctamente el entorno de un nivel antes de comenzar. Se discuten opciones limitadas en el editor vanilla y la importancia de ser creativo con los recursos disponibles. Asimismo, se habla sobre la proporción correcta de los niveles para evitar problemas de combate.

  • 00:05:00 - 00:10:00

    Se revisan ejemplos de niveles demasiado pequeños y los problemas que esto genera, como la detección de impactos. En cambio, los niveles demasiado grandes resultan en disparos fuera de pantalla. Se menciona el equilibrio necesario para una experiencia de juego óptima, mencionando problemas y frustraciones comunes en niveles mal diseñados.

  • 00:10:00 - 00:15:00

    Se discuten problemas comunes de diseño, como colocar enemigos en lugares inaccesibles o usar colores y azulejos inadecuados. Rob y Matt explican la importancia de equilibrar diseño visual con jugabilidad. Recomiendan no comprometer la jugabilidad por el diseño visual y ofrecen consejos sobre cómo hacer ajustes inteligentes en la colocación de enemigos.

  • 00:15:00 - 00:20:00

    Explican técnicas de colocación de enemigos para optimizar la experiencia del jugador. Se sugiere el uso de patrones de patrulla en lugar de enemigos aleatorios para evitar comportamientos impredecibles. Se destacan las formas de evitar que los enemigos ataquen desde fuera de la pantalla, lo que es frustrante para los jugadores.

  • 00:20:00 - 00:25:00

    Se proporciona una guía sobre cómo no diseñar niveles, como evitar la repetición excesiva de diferentes tipos de azulejos y decoración. También abordan problemas de diseño como la inconsistencia en el uso del color de las paredes. Recomiendan probar los niveles extensivamente para evitar que los enemigos se atasquen o se muevan de manera inapropiada.

  • 00:25:00 - 00:30:00

    Rob y Matt subrayan la importancia de recibir retroalimentación constructiva durante la fase de prueba. Aconsejan a los diseñadores de niveles observar cómo juegan los demás para identificar problemas no visibles para ellos mismos. Insisten en no tomar críticas constructivas de manera personal, sino como una oportunidad para mejorar.

  • 00:30:00 - 00:35:13

    Se concluye que aunque no pueden enseñar a hacer un buen nivel visual, recomiendan observar buenos ejemplos existentes. Sugieren jugar campañas populares y bien diseñadas como "Hunter, Snowfall, Blessed Redux", entre otras, para inspirarse. El objetivo final es crear niveles divertidos y bien equilibrados, con principios de diseño sólido.

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Mind Map

Video Q&A

  • ¿De qué trata el video?

    El video es un tutorial sobre desarrollo de niveles en el editor de un juego.

  • ¿Quiénes son los presentadores del video?

    Rob Salmon y Matt.

  • ¿Qué es importante considerar al configurar un nivel?

    Es importante decidir el entorno antes de construir cualquier cosa, como si será un banco, una discoteca, etc.

  • ¿Por qué es crucial el tamaño de las habitaciones en el juego?

    Porque las habitaciones demasiado pequeñas o grandes afectan la jugabilidad y la detección de golpes.

  • ¿Qué recomiendan sobre la colocación de enemigos?

    Recomiendan usar patrullas en lugar de enemigos al azar para mantener el flujo del juego.

  • ¿Por qué no se deben usar paredes verdes o rojas exclusivamente en interiores?

    Porque no se ven bien estéticamente.

  • ¿Qué importancia tiene la prueba de niveles?

    Es crucial para recibir retroalimentación y ajustar el nivel para mejorar la jugabilidad.

  • ¿Cuál es la función de los objetos invisibles?

    Prevenir que los enemigos disparen a través de ventanas o crear barreras visuales.

  • ¿Qué tipo de diseño se desaconseja?

    Evitar usar el mismo tipo de azulejos o esquinas en todas partes, ya que se ve estéticamente pobre.

  • ¿Qué se sugiere hacer para mejorar el diseño de los niveles?

    Jugar niveles de otros creadores para obtener ideas y ver ejemplos de buenos diseños.

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Subtitles
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  • 00:00:00
    well hello everybody Rob salmon back
  • 00:00:02
    again with another level letter tutorial
  • 00:00:04
    joined by and it's mad yeah hope
  • 00:00:08
    everyone is doing well sorry there's a
  • 00:00:10
    brief period for about a week that we
  • 00:00:12
    haven't posted but yeah with this uh
  • 00:00:14
    episode we're talking about level
  • 00:00:15
    development yeah we'll try to get more
  • 00:00:18
    on schedule do like one one of these a
  • 00:00:19
    week hopefully but you know so we're on
  • 00:00:24
    time but yeah we're doing level settings
  • 00:00:29
    today which we're going to teach you how
  • 00:00:31
    to make pretty levels we're not going to
  • 00:00:33
    show you because to make like a really
  • 00:00:35
    nice photo it's going to take way longer
  • 00:00:37
    but we're going to show you some rules
  • 00:00:39
    some common techniques and what not to
  • 00:00:42
    do it's like yeah sorry just like a yeah
  • 00:00:47
    pretty bold outline and you can follow
  • 00:00:49
    just the guide you write like the
  • 00:00:52
    community who has been in around kind of
  • 00:00:55
    knows the rules now the main campaign
  • 00:00:58
    breaks a lot of those rules but we're
  • 00:01:00
    going to show you what to do and what
  • 00:01:03
    not to do so first I'm going to talk
  • 00:01:05
    about your level setting as in where is
  • 00:01:09
    your character killing things that is it
  • 00:01:12
    a bank nightclub there's not a ton of
  • 00:01:15
    options in the vanilla editor the way
  • 00:01:17
    the items are but that's still something
  • 00:01:20
    you need to decide before doing anything
  • 00:01:22
    is what about what am i building yes I
  • 00:01:26
    promise said of course have a good idea
  • 00:01:29
    of like setting and when we get into
  • 00:01:32
    what we'll kind of talk about items and
  • 00:01:35
    the appropriate items that you're going
  • 00:01:37
    to be using for your specific level and
  • 00:01:39
    obviously this will help once you have a
  • 00:01:40
    good idea of the items list and sort of
  • 00:01:43
    we're going to be putting into it all
  • 00:01:46
    right we didn't cover this a ton when we
  • 00:01:48
    were showing items in the first video
  • 00:01:50
    just about like there is a lot of
  • 00:01:55
    options for what you want to make it
  • 00:01:57
    pretty much any setting you saw in the
  • 00:02:00
    main game you can make a hundred
  • 00:02:02
    different variations of energy
  • 00:02:04
    take a little bitty if you want to do
  • 00:02:06
    something like a car wash or gas station
  • 00:02:08
    that you don't actually see in game yeah
  • 00:02:11
    I think I'm kind of using that wasn't
  • 00:02:16
    good right yeah just musing on sort of
  • 00:02:19
    inspiration at times like I think with
  • 00:02:21
    what he just said with the gas station
  • 00:02:23
    I've seen with the subway ticket
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    machines that someone like attached a
  • 00:02:28
    hose on like the bottom of it and it
  • 00:02:30
    sort of like a gas pump so I thought
  • 00:02:32
    that was sort of clever yeah if you
  • 00:02:42
    could do like two columns and like space
  • 00:02:44
    them out like two units in between speed
  • 00:02:55
    building so there you got yourself a
  • 00:02:59
    little gas oh okay so that's that's
  • 00:03:01
    level setting what we're getting to
  • 00:03:03
    colors and floor tiles in a second the
  • 00:03:06
    first thing I want to do is play a
  • 00:03:07
    little game of Goldilocks with you here
  • 00:03:10
    because this is probably one of the
  • 00:03:12
    biggest mistakes we see and one of the
  • 00:03:14
    easiest I think to actually overcome is
  • 00:03:17
    the Goldilocks problem which is this
  • 00:03:20
    levels too small this levels too big
  • 00:03:22
    this one is just right basically two
  • 00:03:28
    small levels are too cramped and the
  • 00:03:29
    game's combat really shows some of those
  • 00:03:32
    problems namely and executions and hit
  • 00:03:35
    detection
  • 00:03:36
    whereas too big you're going to get shot
  • 00:03:38
    off screen whereas if you get it like
  • 00:03:44
    get the right size room which will be
  • 00:03:46
    fun to play and I honestly believe the
  • 00:03:48
    main game didn't even succeed in that
  • 00:03:50
    a lot of ways yeah
  • 00:03:53
    another I'm just seeing those yeah I
  • 00:03:57
    included this guy behind the bar too
  • 00:04:00
    because people love putting a gunner
  • 00:04:02
    behind the bar that light can't escape
  • 00:04:03
    so he just stands there and shoots at
  • 00:04:05
    you please stop yeah
  • 00:04:09
    or putting the whole talk about specific
  • 00:04:11
    enemy placement but it's either doctor
  • 00:04:13
    behind the bar yeah I can't run through
  • 00:04:15
    them it's pretty frustrating although
  • 00:04:19
    I'm sure this is probably one of the
  • 00:04:21
    most polarizing episode I think because
  • 00:04:23
    a lot of the big creators probably have
  • 00:04:25
    different philosophies and what looks
  • 00:04:26
    good what doesn't like I'm not claiming
  • 00:04:28
    any of this looks good right now
  • 00:04:32
    but I want to give you a good idea of
  • 00:04:34
    what's a level design and you could beat
  • 00:04:35
    that room if you bait and whatnot come
  • 00:04:38
    in here yes see my mods because this is
  • 00:04:44
    this is the French from human being
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    three so you're welcome for this [ __ ] I
  • 00:04:48
    wish I turned off my mods anyways but
  • 00:04:50
    this room is too small you come in you
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    have a door if you have a door looking
  • 00:04:55
    like this it doesn't look good this is
  • 00:04:56
    honestly probably the best small rooms
  • 00:04:59
    can create with hardly anything in it
  • 00:05:01
    yeah basically you can't do a whole lot
  • 00:05:03
    of the fast stuff if you want a good
  • 00:05:05
    example of crowdedness play like blessed
  • 00:05:09
    or the original blessed campaign like
  • 00:05:11
    there's no breathing room
  • 00:05:12
    yeah where is this I can come in here
  • 00:05:15
    and it's easier obviously but it's also
  • 00:05:20
    more fun to play the whole gate good
  • 00:05:23
    mentality like you difficulties a fun
  • 00:05:26
    thing if it's frustratingly difficult
  • 00:05:29
    it's not good it's got it's got to have
  • 00:05:32
    a level of difficulty but like surpassed
  • 00:05:34
    see like that that wasn't fair that dude
  • 00:05:37
    shot me from like way up there so don't
  • 00:05:41
    don't do that you got to find the right
  • 00:05:43
    size room yeah listen to what the yeah
  • 00:05:47
    sorry sound so all of us um basically
  • 00:05:51
    with the rooms as well it's not saying
  • 00:05:54
    like
  • 00:05:56
    having like the maximum amount of
  • 00:05:58
    enemies that should be in a room it's
  • 00:06:01
    more so when you get to like level flow
  • 00:06:03
    and sort of like like oh I could add it
  • 00:06:06
    to me here or there's like basically
  • 00:06:08
    just spam at this point so it's like of
  • 00:06:10
    course it's use your best judgment even
  • 00:06:12
    for that smallest room I would only put
  • 00:06:14
    like one guy in there right but on again
  • 00:06:16
    it's kind of up to like get a feel for
  • 00:06:17
    him especially special enemies like
  • 00:06:20
    Dodgers and spats and whatnot yeah I
  • 00:06:25
    think what that do with you done with
  • 00:06:26
    the that falls for him I was like I
  • 00:06:29
    swear to God like a handful of times you
  • 00:06:32
    see people who put a Ducker in a room
  • 00:06:34
    like that I'm like go [ __ ] yourself okay
  • 00:06:37
    no I agree I agree we're going to talk
  • 00:06:39
    about docker just because those those do
  • 00:06:43
    the best to ruin flow more than I think
  • 00:06:45
    anything is when you got to like stop go
  • 00:06:47
    back find a gun and then just peek them
  • 00:06:50
    until he stands up honestly I don't
  • 00:06:52
    think they should have been in the game
  • 00:06:53
    period because I've never like I don't
  • 00:06:55
    barely think of any ways that it makes
  • 00:06:58
    it fun like at least with the Dodgers
  • 00:06:59
    yeah you can throw your weapon pick up a
  • 00:07:01
    melee weapon or whack and like it's good
  • 00:07:03
    and feel cool yeah it's like some sort
  • 00:07:06
    of like combo we're playing yeah I'd
  • 00:07:08
    never found crouchers good unless they
  • 00:07:11
    make my looks are level at cool like you
  • 00:07:13
    see him crouching behind a table like
  • 00:07:14
    visually that's cool not fun to fight
  • 00:07:17
    yeah like I can't play the stupid I do
  • 00:07:19
    agree that they have been without it
  • 00:07:21
    like possibly like are you so exactly
  • 00:07:24
    like with dead ahead like holy [ __ ]
  • 00:07:26
    there's like Colombians like stacked up
  • 00:07:28
    here like they do not want you to like
  • 00:07:30
    come onboard but like and yeah like this
  • 00:07:33
    game mechanics is shitty but so we
  • 00:07:36
    forgot to include this in the last level
  • 00:07:39
    editor tutorial video Thank You jacket
  • 00:07:43
    50 me for reminding us but it is you
  • 00:07:45
    hold Shift + right mouse pumper
  • 00:07:48
    in DFS I built a time shift in right now
  • 00:07:50
    scope and you can just delete all the
  • 00:07:51
    floors this way
  • 00:07:52
    I forget about this quite often myself
  • 00:07:54
    but it's useful it's better than the way
  • 00:07:57
    I told you in the last video where it's
  • 00:07:59
    just to choose like when these blank
  • 00:08:00
    ones because if you add a tile mod that
  • 00:08:03
    fills in those blank ones
  • 00:08:05
    it'll show up like even though it's
  • 00:08:07
    technically blank so the better way is
  • 00:08:09
    the right mouse button shift come on oh
  • 00:08:16
    they're just hotkeys how to use hotkeys
  • 00:08:19
    again all day so next I want to talk
  • 00:08:23
    about another thing is so you go Rob I
  • 00:08:25
    understand about the open levels but it
  • 00:08:28
    looks cool
  • 00:08:29
    like if you look at this little if you
  • 00:08:32
    look at this level this is a cool little
  • 00:08:34
    diner here
  • 00:08:35
    I don't want to change it because
  • 00:08:37
    realistically a diner would be that size
  • 00:08:39
    no gameplay over design as it I don't
  • 00:08:45
    care how good it looks it plays like
  • 00:08:46
    [ __ ] it's trashed sorry
  • 00:08:49
    you know this is a nice bar it doesn't
  • 00:08:52
    play well at all but it's a nice bar no
  • 00:08:55
    you're gonna have to fix that if you
  • 00:08:56
    want people to really enjoy your level
  • 00:08:58
    you just because it's realistically
  • 00:09:01
    designed like that those we need to play
  • 00:09:03
    especially courtyards like I've seen
  • 00:09:05
    people actually like say like I know the
  • 00:09:07
    courtyard is frustrating to play but I
  • 00:09:10
    mean courtyards aren't that small so
  • 00:09:11
    you're gonna have to deal with it yeah
  • 00:09:14
    and even like a good example as your
  • 00:09:15
    tables like you could almost keep the
  • 00:09:18
    ones that are vertical and then add like
  • 00:09:20
    if they're all vertical and then add
  • 00:09:22
    another column in the middle and like it
  • 00:09:26
    would be realistic like I guess the
  • 00:09:28
    sitting room for people but at the same
  • 00:09:30
    time your character going to be able to
  • 00:09:32
    like walk the room like he has now in
  • 00:09:34
    that space and you have to go like all
  • 00:09:36
    the way around and that's just like
  • 00:09:37
    you're eliminating like movement to your
  • 00:09:40
    player sort of thing right at the very
  • 00:09:42
    least don't suggest doing this
  • 00:09:44
    throughout your entire campaign but if
  • 00:09:46
    you reach a room that you're like I
  • 00:09:48
    literally don't know how to design this
  • 00:09:49
    not
  • 00:09:50
    just don't include double-barrel into me
  • 00:09:53
    on the other side of the room don't
  • 00:09:54
    include idle enemies just standing here
  • 00:09:57
    waiting to gun you down as you walk to
  • 00:09:59
    the door make you can kind of cheat it
  • 00:10:01
    with the in immediate placement to so
  • 00:10:03
    they're not off-screen when you engage
  • 00:10:06
    yeah we'll definitely talk about like
  • 00:10:08
    soon as they get me as a model slow like
  • 00:10:10
    a huge thing on the side note is that
  • 00:10:12
    like you said the the random
  • 00:10:14
    double-barrel guys are essentially like
  • 00:10:16
    a boss and they can easily just like to
  • 00:10:19
    sculpt you from like four windows and
  • 00:10:22
    just like screw your day up so high
  • 00:10:24
    I think double-barrel limbs gives me
  • 00:10:26
    more in this game than anything else so
  • 00:10:30
    you can even change their patrol so I
  • 00:10:33
    could place like a stool here and
  • 00:10:34
    they'll walk this way so they're not
  • 00:10:36
    they're never off-camera should I be
  • 00:10:38
    sitting here and if you don't like
  • 00:10:41
    adding a small object there you can use
  • 00:10:43
    be me and Matt's office use the
  • 00:10:45
    invisible barrier and this might catch
  • 00:10:48
    your player slightly but more often than
  • 00:10:51
    not that looks nice and that won't show
  • 00:10:53
    up so they'll just rent a turn for
  • 00:10:55
    seemingly no reason so if you can't come
  • 00:10:58
    up with a small object to alter the path
  • 00:11:00
    you can just do that what do you think
  • 00:11:03
    yeah it's so not and with that you kind
  • 00:11:05
    of see how they kind of behave in a way
  • 00:11:11
    this base it takes for them to hit an
  • 00:11:13
    object it's like not right against them
  • 00:11:15
    it's like almost like I don't know the
  • 00:11:18
    amount but yeah like you said you can
  • 00:11:19
    almost if you're not able to add
  • 00:11:21
    anything like a trashcan or something
  • 00:11:25
    you don't want to visually kind of mess
  • 00:11:26
    up the level vibe you're going for then
  • 00:11:28
    you have like the red notches are good
  • 00:11:30
    kind of substitute right a couple other
  • 00:11:33
    things that suggest not to do is green
  • 00:11:35
    or red walls in the interior even if
  • 00:11:38
    it's a sewer level or something the
  • 00:11:40
    green sewer walls and the red outdoor
  • 00:11:43
    walls if you're going to make an entire
  • 00:11:44
    level looking with these walls you're
  • 00:11:46
    messing up it doesn't look good
  • 00:11:48
    checkered tiles spam if you've got if
  • 00:11:51
    you using these checkered tiles just
  • 00:11:54
    abundantly too much you just you're just
  • 00:11:56
    going to hurt my eyes
  • 00:11:58
    corner channels for everything don't
  • 00:12:01
    these can be like nice specialist walls
  • 00:12:03
    but if your entire room is vanities it
  • 00:12:05
    looks strange because the corners make
  • 00:12:07
    the walls overlap because there aren't
  • 00:12:09
    any corners yeah I think I'm going back
  • 00:12:13
    to the tile thing - you definitely want
  • 00:12:15
    some variation of just towels in general
  • 00:12:18
    like not all like not the whole level
  • 00:12:21
    has to be like just straight rug like
  • 00:12:23
    you want some towels in there like
  • 00:12:25
    possibly some like flatter looking for
  • 00:12:29
    towels but of course we'll kind of get
  • 00:12:30
    into the aesthetics of your level and
  • 00:12:32
    kind of what color schemes are really
  • 00:12:35
    good but yeah right that's a difficult
  • 00:12:37
    thing to teach in my opinion you're just
  • 00:12:38
    gonna have to have an eye for it but
  • 00:12:41
    like if you just fill a room with a one
  • 00:12:43
    color it's carpet and just do that
  • 00:12:44
    reading room it looks poor basically
  • 00:12:48
    yeah what variation can you you can
  • 00:12:51
    almost have variation with like using
  • 00:12:53
    like three or four and like four
  • 00:12:56
    different sort of like tile that's sort
  • 00:12:59
    of like bring it together but literally
  • 00:13:00
    just switch on and off of that and of
  • 00:13:02
    course like Robbie said that's almost
  • 00:13:04
    better than having like one specific
  • 00:13:06
    tile for your whole floor so going more
  • 00:13:10
    in depth about level the tiles and the
  • 00:13:12
    variations here we're going to show
  • 00:13:14
    creation that Matt made showing what you
  • 00:13:18
    can do maybe not the best example of
  • 00:13:21
    tile variation because there's only two
  • 00:13:24
    three different tile in each of these
  • 00:13:26
    rooms but you can
  • 00:13:30
    use the furniture and the tile
  • 00:13:32
    complement each other to create you know
  • 00:13:35
    create what you're supposed to be in
  • 00:13:36
    office the house hey drop your grade
  • 00:13:39
    briefly transfer grid checking in yeah
  • 00:13:44
    well just more so like singing it
  • 00:13:45
    visually I think it's better yeah I
  • 00:13:49
    think rock so too with the doesn't
  • 00:13:51
    really show a good example of the
  • 00:13:54
    variation because obviously when you're
  • 00:13:55
    working with larger Tom for plans
  • 00:14:00
    obviously you're gonna have more space
  • 00:14:02
    to of course have that variation but um
  • 00:14:06
    you know this is for just like level
  • 00:14:08
    detail it's almost I think we said I was
  • 00:14:11
    like simplistic is the far-left the
  • 00:14:16
    middle ones like a moderate sort of
  • 00:14:18
    level design you have like the monitors
  • 00:14:20
    you might have like a trash can like a
  • 00:14:22
    plan probably see it like some picture
  • 00:14:25
    frames and then highly detail which is
  • 00:14:28
    not overly crazy but of course like the
  • 00:14:31
    easiest just like a drug den where you
  • 00:14:33
    just have like your crates boxes a lot
  • 00:14:35
    of trash yet either's different objects
  • 00:14:39
    have different properties so you saw
  • 00:14:40
    there's like a homeless bed there
  • 00:14:41
    there's like the gang mattresses for
  • 00:14:43
    base like a mattress that is on the
  • 00:14:46
    floor but in this case these trash bags
  • 00:14:49
    but they look like they're actually body
  • 00:14:51
    bags and the editor and I kind of like
  • 00:14:54
    beads because you can put them in the
  • 00:14:55
    middle of the floor you don't have to
  • 00:14:57
    worry about the player kind of getting
  • 00:14:59
    stuffed and have to go around them so
  • 00:15:02
    that's kind of a unique thing I've like
  • 00:15:03
    used yeah
  • 00:15:04
    flat or walkover able objects are really
  • 00:15:08
    good to decorate your level because
  • 00:15:09
    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
  • 00:15:19
    I like mostly it would suggest stick to
  • 00:15:21
    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
  • 00:15:30
    definitely yeah leave it up to random
  • 00:15:33
    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
Tags
  • desarrollo de niveles
  • editor de juegos
  • jugabilidad
  • diseño estético
  • pruebas de niveles
  • colocación de enemigos
  • errores comunes
  • retroalimentación
  • mejores prácticas
  • inspiración