Level Design
Super Meat Boy
Level 2
The second level that I created was intended to expand on the wall jumping aspect from the first level across a more horizontal environment. I placed the lighting in the map to immediately identify two important factors of the map, Bandage Girl and the destructible block that needs to be removed. I also placed bird objects to that fly to the right to highlight the correct direction.
The player must use wall jumps to make it across the large lower section gaps. If normal jumps are attempted the player won't make the distance or hit the ceiling before falling into the kill zone below. Upon reaching the end of the lower section the player must perform a jump through a small gap between two saws.
Afterwards is a resting platform that will allow the player to stop and figure out a tactic for the upper section. To reach the end the player must gain access to the ditch in the ground by removing the destructible block. The player has two options; touch the block and retreat backwards, or reach the block in time to drop down before the saw returns. The final sprint to the finish involves avoiding the travelling saw and stopping before hitting the saw at the end of the corridor.
I believe this level completes the purpose of following on from level 1. There is an increased reliance on wall jumps to progress but with more punishment for the player. The long corridor with a saw at the end, which was touched upon in level 1, has also been expanded to include a threat that forces the player forward.
Afterwards is a resting platform that will allow the player to stop and figure out a tactic for the upper section. To reach the end the player must gain access to the ditch in the ground by removing the destructible block. The player has two options; touch the block and retreat backwards, or reach the block in time to drop down before the saw returns. The final sprint to the finish involves avoiding the travelling saw and stopping before hitting the saw at the end of the corridor.
I believe this level completes the purpose of following on from level 1. There is an increased reliance on wall jumps to progress but with more punishment for the player. The long corridor with a saw at the end, which was touched upon in level 1, has also been expanded to include a threat that forces the player forward.
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