Tips from the Editors
Compiled by Brian "RBF" Taylor"

When Dark Forces was released the biggest complaint was the lack of multiplayer support. (Ok, now how many times has that line been used to start an article in this magazine?) With JK, we got what we always wanted: Multiplayer in the Star Wars universe. Once JED was released, people began making more and more MP levels, most of them not very good. A great deal of them were canyon oasis clones. Now, although the flow of MP levels has slowed, we've got some tips from different editors on what makes a good MP level.


Jason Burton, author of Lord of the Tower, Siege at Vol Kanst, and Dark Towers:
  • Layout: fundamental to quality regular DM play. No dead ends for folks to camp in: Every room should have at least two ways into it.
  • Weapon placement and powerups: no more than 2 placements of powerful weapons and make them somewhat of a challenge or danger to go after.
  • Size: know your audience. JK is never suitable for more than 4 without terrible gameplay, so don't make huge levels.
  • Traps: make something new or a variation.
  • Be different, try something weird.. low gravity, underwater, canyon oasis...okay, not canyon oasis. :-)
Be different, try something weird.. low gravity, underwater...
                  Dak

GMS_Slug, DF Writer, Staff member at Massassi Temple, Member of Saberworks: Guns levels should have a good flow around a main center area.. just look at all the LEC levels gun levels.. they're all circular..well, nar shaada and canyon aren't circular, but they function like the other levels, most the action eventually filters into one center area..
Pele, Code Alliance member, Member of JK Gangstas, Author of Warzone: Chapter 1:
Do not use more than a few textures in an area, no patchworks, no abuse of color lighting. Keep things logical...
                  Yves Borckmans
Yves Borckmans, Jedi Knight Programmer, Former LEC level designer:
  • Geometry/elevators should ensure good level flow: You should be able to run circles in a well designed DM level and reach every area. All areas should have about the same traffic, no dead ends except very special cases...

  • Object placement should ensure good level flow: All areas should have roughly the same interest as far as items are concerned Separate health/shield/weapons powerups, do not create a mega room with all the good items, unless you plan on creating a "king of the hill" like level which can be fun if (very) well done.

  • Keep a theme and a unity to the level: Do not use more than a few textures in an area, no patchworks, no abuse of color lighting. Keep things logical... if you have a Tie Fighter in a hangar make sure the door is big enough for it to be able to get out, etc. Do not add too much expensive eye candy in DM levels, people are shooting at each other, not really looking around. Do not place that Tie Fighter 3do that is really cool but costs 2 frames per second, etc. etc. This DOESN'T mean that you must not align textures properly... :-)


Well, there you have it. Tips from some of the big guys themselves. The basic theme: Make your levels flow (but you knew that already, didn't you?)
Brian Taylor, known to the rest of the community as RBF, is desperate for attention. LOOK AT ME!.

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