In what way is level design not art? I'd argue that level design in any game can be considered art. You can express yourself creatively in numerous ways. Not all people make linear maps that follow specific structure.
think of it in terms of provider and client. when you're a mapper, your client is the player who's going to play the map. you should do everything in your power to make sure the map is fun to play, which means
1. make sure the actions you do match the music, as it's a lot more fun to play when you feel like you're playing the song and not just pressing buttons while a music plays. if a part repeats, map it the same way. if a part changes tone, change your mapping style. etc.
2. put a lot of varied patterns. just playing the same thing over and over again is extremely boring. don't just put triangle jumps and then more triangle jumps and then EVEN MORE triangle jumps that's fucking disgusting I don't get how people don't fall asleep from that
3. make sure the difficulty is roughly consistent across the entire map. calmer parts can be 10% easier and the most intense part of the song can be 10% harder than the mean average but there should be no very big spikes otherwise easy parts are too boring for people who can play the hard parts and hard parts are annoying for people who can only play the easy parts
if people are mapping for a target audience which is somebody who watches their maps in auto and not somebody who actually PLAYS their map, it's most likely going to play shit. I rather have maps with patterns that don't look very pretty but play fun when you actually follow them with your hands.
1. make sure the actions you do match the music, as it's a lot more fun to play when you feel like you're playing the song and not just pressing buttons while a music plays. if a part repeats, map it the same way. if a part changes tone, change your mapping style. etc.
2. put a lot of varied patterns. just playing the same thing over and over again is extremely boring. don't just put triangle jumps and then more triangle jumps and then EVEN MORE triangle jumps that's fucking disgusting I don't get how people don't fall asleep from that
3. make sure the difficulty is roughly consistent across the entire map. calmer parts can be 10% easier and the most intense part of the song can be 10% harder than the mean average but there should be no very big spikes otherwise easy parts are too boring for people who can play the hard parts and hard parts are annoying for people who can only play the easy parts
if people are mapping for a target audience which is somebody who watches their maps in auto and not somebody who actually PLAYS their map, it's most likely going to play shit. I rather have maps with patterns that don't look very pretty but play fun when you actually follow them with your hands.
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DroppedBass