Bike or DieHall of FameSubmitLevelsForum

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Cemetery
(in Master KO's Levels)
 0:16,26


29 Oct
2004
Cody
GRR!!!! I GOT 24,10 BUT IT DIDN'T SAVE IT!!!!
OrR's Cave
(in OrR's Levels)
 0:36,46


25 Jun
2009
PrayeR
ok, Rouch discovered.
Teapot
(in You Qi Levels)
 0:25,28


21 Jul
2008
Tiger
Becouse the Northern Hemishere thinks they're held down, we think the sourthern Hemispere Is being held up
XA Software
(in XA Software)


10 Aug
2004
XA Software LP 2
(in XA Software 2)


6 Sep
2004
Spikeaway
(in Default Genesis's Mayhem)


14 Nov
2004
The invisible wall
(in BOD - Massive Pack)


16 Dec
2004
potholes
(in BoorDom)


6 Jan
2005
wheelie
(in Just Forget)


6 Jan
2005
Pilot Player Workshop
(in Pilot Player)


2 Sep
2004
 
354 comments on 36 pages: <<<< 1 2 ... 11 12 13 ... 35 36 >>>>
Sz
How to submit your own levelpack: Send the prc file to support@toyspring.com
 
Colby
hey guys and gals, check out my level pack colbylimpics-x. the last level is fun so you have something to look forward to. some levels i forgot to put in a flag. they are all pretty easy.
thanks
colby in oregon
mike flips
Some things I've noticed / Tips for Level Creators:
Pretty much all Hall of Fame Levels...
  • have a clear message of what to do, there is not much confusion = a direct path can usually be seen
  • most are beatable by all with the exception of a few levels
  • something amazing i noticed and something i try to do when i make levels is that i make all my levels beatable by new players, although some levels will take a while to get a hang of, however, even though they are all relatively "easy" i test my levels many times and make sure there are tricks that skilled players can figure out. This makes all my levels interesting for all types of players. This is also what all the hall of fame levels so far have been done. Whenever a new player mentions a level, all skilled players immediately think "i know the trick for that level.."
  • colours = almost all levels have a 2 colour sky and no levels have the same colour ground as sky, although it is cool to look at, if all the colours are the same, the player can not see where they are riding, and this creates confusion which is not good
  • the 10 Second rule = a rule i made up. If a level begins with 10 seconds of doing nothing, it doesnt matter if the player is holding just up, or if the bike moves by itself, the level is "boring" and "annoying" to complete. There always needs to be excitement and too much of nothing will ruin a level.
  • overuse of features = because there are all these new features out, people will try and make levels with all the features, and use tons of features to make the levels "cool." Instead of doing that which creates confusion, keep the levels simple with only a little bit of the new features. Dont just say, ok whole level has updraft and every wall is slippery and we need 18 out of 34 flags. Be smart when using the new features.
  • Test your levels - this is really important... no matter what skill level you are, test your levels and make sure they are beatable. If you can not beat a level, ask a more skilled player to look at it if you need to. If the level can not be beat within the first 10 minutes... and you dont think it can ever be beat, usually the best idea is to make it an easier level, or get rid of the level. Although braking school and cave dweller were like that, we at least all knew they were beatable from looking at them.
  • The two level in a row rule is also important = never put two really hard levels in a row. If you do so, a lot of players may possibly get stuck and not be able to advance in your levelpack. The exception to this rule is if the levels are at the end of the pack, like Newbie pack (parachute and die or die). These levels became avaialable to most people, and since they were the last 2 levels, nobody got "stuck"
  • Have a friend test out your levels if possible, someone else's opinion is always helpful as you can see your level from an outsider's perspective
  • Keep the levels between 10-30 seconds for them to be most enjoyable - the majority of people enjoy shorter faster levels. I am not saying longer levels are not enjoyable there are many enjoyable long levels as well. HOwever, a majority of the levels should be the shorter kind with a few longer levels spaced out in between. Do not put 2 long levels in a row.
  • smooth levels = a level needs to look professional if you want to get into the hall of fame, make sure all your lines are smooth. As well, make sure there are no places where the bike falls through the ground. If this is happening, split the line segment that the biker falls through, into 2 or more segments by presing the bottom left editing tool twice.
  • Naming the levels is also important = try making clever names that relate to your level, not random names.
  • Themed levels - can also be a nice feature of a level pack. We see this in hall of fame play with levels such as Konecnik and Konecnik down. Even kristopher's new pack Biker meets world has a nice theme within it with the "Ribbon" levels. There can also be themed levelpacks, such as my pack, "MF Olympics" and Kris's maze pack
  • If you do not have any ideas for a level and are experiencing "Bike or Die Editor's Block" you have two choices... you can 1) Talk to Dr. Cirenco, he can always help , or 2) Look around you and create a level with anything you see, right now im looking at a phone, i can make a level called "phone," where i have to ride over the phone cord which is wavy and hilly, then i have to climb up to the phone, and make it across all the buttons to the finish. That would be a nice entertaining level that i made up out of nowhere.
  • anothere few random tips:
  • make the level in the middle of the area, if it is too close to the boundaries of the editing area, it will have glitches
  • before you make a level, try defining your work area by enlarging the original square to create the borders of the level you are going to make
  • keep bottles in mind, if a player has to press under 5 keys in order to beat the level, it may be a bottle level, look at bottle, shelf, and downhill madness, none of them need over 10 key presses to get a top time.


    Hmm... i cant think of anything else at the moment , but i hope this helps everyone...

    Good Luck Making Levels Everybody
  • Vega
    I am considering making a 10-12 level pack and I would be extremely meticulous with them and consider all possible improvements before publishing.... similar to you Mike. That should be fun
    Kristopher
    Nice tips. Don't forget the wikipedia page!
    bones
    if anybody wants their pack tested before they send it in ill test it and tell you what i think if you want

    send it to tripyir13@aol.com
    Kristopher
    I've sent 3 new levelpacks totaling 90 new levels to Sz.

    The Crazy Files preview:
    http://bikeordie.50webs.com/misc/the_crazy_files/index.html
    Kristopher
    ... That means I have made exactly 300 levels!!!!
    bones
    aww kris you almost made it!!
    Kristopher
    I didn't count right?
    bones
    oh i didnt count i meant your link
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