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| Superhot Stairs level design | |
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| Tweet Topic Started: Sep 12 2016, 11:05 PM (145 Views) | |
| Tinny | Sep 12 2016, 11:05 PM Post #1 |
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So this is a little experiment I thought I'd do, I want to try breaking down a level here. For this I'll be using Superhot's Stairs level on Endless. For those who don't know what Superhot is, it's basically an fpr where time only moves if you move. The entire game is basically in super slow mo if you're cautious. The stairs level is an interesting design at first because it seems really open, with little options for you, and no cover. The basic layout of the level is this, you a few flights of stairs all through out the level, going around the outer edges of it. There are eight floors of the room though the way it's set up I think it's more accurate to call these corners from how gradual the rise is. The first corner has nothing in it except a ladder and wood, neither of which can be used for cover. The second corner has 3 objects. Which helps given that there is little cover on the stairs themselves. The third corner also has 3 objects to throw. The fourth corner actually has six objects (one of them being a pistol). the fifth corner has nothing in it either. the sixth has 4 objects (one of which is a pistol), the seventh has 2 objects, and the eighth corner has seven objects (one being a melee weapon). You pawn in one of these corners with objects, and this I think is rather helpful given that on the stairs themselves you have little to no cover depending on where you are. It allows you to advance against enemies rather than hiding behind a box or trying to be Neo from the Matrix. In addition with almost every corner there's a room large or small that can you can use to force enemies to go around corner for, this helps both as cover and preventing the red guys from catching you unawars, which is easily one of your biggest dangers in Superhot in my opinion given how enemies spawn in just about every corner here. Another thing rather interesting are the 5 pillars, 4 pillars for each corner and a big one in the center. These function as cover helping against enemies a floor above or below you. So long as you're on the other end or near one of the pillars, you can take some cover from the gunfire headed in your direction. Finally as an aside the vertical nature of the level here allows you to jump straight down to a floor below you , another thing I found really nice. When I first played this level I thought of it as rather open level with very little in the way of cover or ways for you to defend yourself without hiding in a room. But it's interesting how over time I've begun to realize how much cover it actually has. It's still very little but but the little things here and there make it a much more fun level. And honestly this has really impressed my since with a game like this you really don't need good level design, a game where time only moves if you move, a world stuck in slow mo, you can make some just plain idiotic maps and it'd still work well just from the gimmick, but they still put time and care into their levels, like this one. To get an idea of the layout here's this killstagram. What's a Killstagram? What do y'all think of this, and can you think of any good levels or moments in games that were well designed from a gameplay standpoint? |
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| + Steve | Sep 18 2016, 09:58 PM Post #2 |
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Greetings. I will be your waifu this season.
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Innovative level design is something that seems to be lacking in a lot of games these days. Most games seem to be so straightforward. It's basically: "I need a thing...coincidentally the thing is right over there after I beat a wave of enemies!" Or: "What do I do here? Oh look there's the only thing in the area that stands out, that must be where I go" It's like games aren't made to challenge your brain much now they're just made to be doable for people who've never played a game before. Guess that's why people still appreciate puzzle games quite a bit, things like Portal get a lot of praise. |
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