Level Design Competition.

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Level Design Competition.Ballisticsfood03/17/2008 - 09:36

After seeing this idea in the Level Wish list thread I asked Kyle if he wanted me to start a competition. He said I could, and so I am!

This is a competition to design levels. The judges will probably appear out of the woodwork at some juncture.
The finish date is the 1st of April. It's probably a good bet that Kyle will make the final decision on which one he likes best, and you never know, it may get into the game (perhaps with a signposty reference to you!)

RULES

The Designs competition is closed, head on over to the voting thread to vote for your favourite.

You are allowed one level design, although it can be as wacky as you want (Within reason. Don't ask for levels that make your graphics card better...)

The more descriptive you can be, the better! Feel free to include sketches of your level idea, sketches of a part of your level idea, stuff like that.

Although this might sound a bit strange after the last rule, try not to write an essay. Long lists of 'and then this happens' will not goo happy.


Have fun, and feel free to post away!

PS: I lay claim to my goo-net level design!


Last modified Wed, 04/02/2008 - 07:22 by Ballisticsfood
Re: Level Design Competition.Ooso03/17/2008 - 10:52

here is a level idea from me:



the idea is, to make the goo dive into the water to the exit, but it's slightly lighter than the water, so this is going the other way around than usual. Additionally, there can be stuff floating in the water or fishes, which bump against the goo, or even occasionally "eating" it. To make it more complicated, the "boat" on top could be floating or slightly moving around. Stones on the sides or the ground can make the level easier...

Re: Level Design Competition.t103/17/2008 - 20:43

[=large]Down The Hatch[/]

A seemingly impassable obstacle?

The obstacles


    [li]1) A single hinged lever blocking the path.  The player must work out a way to lift the lever using the repelling force of the goo balls' bonds.  The grating does not quite reach vertical, and falls back easily when nothing is pushing against it.[/li]
    [li]2) A short span can get the goo balls across this gap, but with only nine goo balls the task is quite a bit more tricky.  The 'roof' of the cavern could be used to brace the goo structure in order to get the necessary goo balls across the gap.[/li]
    [li]3) The exit pipe is elevated slightly, and the ledge it resides above is not big enough for a stable plaform.  Again, the player will need to make a 'bracing' structure, this time in order to reach the exit.[/li]

Win condition: 5 goo-balls must reach the exit

Attachment: wog_lvl_a.gif (54.97 KB, 1,474 downloads)
Re: Level Design Competition.Ooso03/18/2008 - 02:52

also a nice one... :)

I have another idea, we could also start a "level ideas threat" which don't enter this competition...

Re: Level Design Competition.Sqrl03/18/2008 - 04:13

I have a new entry if the box is still open for them:




At first glance the level looks fairly simple and straightforward.  Now the basic idea behind the design of the level is that players have two choices in how they can reach the exit with each path having its strengths and weaknesses. 

-The upper path takes the player past two saws which prevent them from getting a good brace right when they need it to push past the "Roadblock" obstacle ahead of them, success on this path means that while they don't have to take the much longer route below they also won't be able to save the black goo down below either.

-The lower path has the advantage of being safer but also requires a bit more goo to traverse, which luckily they get when choosing this path.  Moving the "Roadblock" obstacle out of the way from below should require they brace against the ground (players who don't brace will find it bends their structure instead of pushing the "Roadblock") or alternatively use red goo to provide the support needed to push.

As for the goo, I was aiming for a small amount of green and I was thinking that regardless of which path an average player chooses they should save about the same number of gooballs (perhaps the upper path yielding more since it is more challenging).  The idea is to create a challenging level for advanced players to rescue as much goo as possible while still providing "doable" challenges for the average casual player regardless of which path they choose to take.

PS - I just wanted to note that I purposefully didn't include hooks on the "Roadblocks" because I was trying to avoid having players use the balloons to solve the problem.

edit: Oh I also wanted to say that the color selection for the level was intended to be underground like a cave.  I'm not attached to it or anything I just thought it fit with the weird platform positions a little better than an above ground scenario.


Last modified Tue, 03/18/2008 - 04:26 by Sqrl
Re: Level Design Competition.Ballisticsfood03/19/2008 - 06:42

WE NOW HAVE A FINAL DATE!

It is the 1st of April, roughly 2 weeks from now. If you've got a level idea, make sure you post it before that date, if you don't it won't get looked at.

Don't be put off by all the pretty pictures! If you have a good level idea just write it down! pictures aren't compulsory, and a good idea without a picture is just as good as one with a picture.

Have fun. Keep posting.
BallisticsFood

Re: Level Design Competition.Sqrl03/19/2008 - 23:42

Glad I got mine posted in time  ;D

I'm looking forward to seeing what other folks come up with, I think some of our early submissions are awesome but I'm hoping the stiff competition will bring out some more great ideas. Get to work folks!

Re: Level Design Competition.The Happy Friar03/20/2008 - 20:46

with a deadline is there a "prize" or something?  Or will this be a monthly thing?

Re: Level Design Competition.kyle03/21/2008 - 06:00

I don't think anybody knows :) I'd like to see if I can get one or two in the game

Re: Level Design Competition.The Happy Friar03/22/2008 - 01:40



Goo-bit (Space- the gooey frontier)

the center is the destination pipe.  Around the pipe are three (maybe 4) giant goo's.  Each of those is orbiting the pipe (similar to how the goo's in the startup menu orbit the world).  Each one of those goo-planets are also spinning (not to fast, but also based on the weight distribution, like the last level of world 1).  The green dots are the goo-attach points.  There's several (I put in 4 just to illustrate) goo's on each planet.  You need to get as many goo's as possible in the pipe, with the planets orbiting & spinning.

Because of the spinning & weight distribution, you can't just build out & "latch on" to the pipe (because of the suction).  Odds are it won't stay attached.  You can try to stabilize the spin by building goos opposite the spin so they're a counter weight (again, similar to the last level of world 1).  You can also try to connect the planets together so they don't spin, then build a line of goos to the pipe.

can goo's be made to orbit?...  yes.  Perhaps they can also orbit the planets if you drag them off the surface.  Problem there is that the multiple gravity well's could cause them to shoot off the map.  :o

Re: Level Design Competition.david.mcgraw03/24/2008 - 23:41

First! Teh Pictars!





I'll let you think about this one.  Because, that's the fun of this game!!! There are a couple ways, that I can think of, to solve this particular level.  I'm not sure what exactly the win condition would be until I could play the level.

Thanks for the opportunity, and don't mind the programmer thieving art...  8)


Last modified Mon, 03/24/2008 - 23:50 by david.mcgraw
Re: Level Design Competition.Dil99903/25/2008 - 01:00

I would enter, but I'm, unable to draw a straight line with Paint.

Re: Level Design Competition.AlexV03/25/2008 - 02:56

My drawing skills are not really up to it either, but perhaps a description will suffice.

General Concept
Weighted Companion Goo. A small cluster of inert goos, and several green detachable goos (such as in the Regurgitation Station, or Tumbler). In order to complete the level, the cluster of inert goos must be lifted, transported or otherwise manipulated into position by the green goos.

Specific puzzle element examples
Inclined Plane: The cluster rests at the top of an inclined plane. In order to move it, the green goos must build a circular wheel around it to allow it to roll down the plane.
Bridge: A gap at the bottom of such a plane would trap the rolling structure unless some sort of bridge were built over it, or bridging device built into the wheel, or the wheel expanded large enough.
Tethered Blimp: Floaty goos are available to lift the inert cluster, but it must also be moved horizontally. This could be achieved by constructing a tether to a far point before lift-off.
End Condition: A natural way to ensure that the inert cluster reaches the intended destination is required. For example, the pipe could be under a trap door which must be levered open by weighting down the other side of a fulcrum. Although the green goos alone could weight it down, they could then not be rescued as when removed to go to the pipe, the trap door would not have enough weight on it and would close again, leaving the remaining goos stranded.

Re: Level Design Competition.Ballisticsfood03/25/2008 - 05:29

Nice ideas guys! keep em coming.

Oh, and dil999, I point you to an earlier statement:[quote author=Ballisticsfood link=topic=55.msg469#msg469 date=1205926957]

Don't be put off by all the pretty pictures! If you have a good level idea just write it down! pictures aren't compulsory, and a good idea without a picture is just as good as one with a picture.



AlexV's level description is just as valid as any other level idea.

Happy posting
BallisticsFood

Re: Level Design Competition.tht1guyb03/27/2008 - 11:09

The Towering Inferno!






I guess it's pretty self explanatory...just go up! I don't know what the actual dimensions would be,  you want it to be challenging, maybe really skinny. i dont know...thats just what i came up with  :-\

thanks
Blake

sorry it looked crappy! ;D


Re: Level Design Competition.TwentySeven03/28/2008 - 08:21



Here's my entry into the leveldesign comp.  Go go 10 minutes in MsPaint.

The level revolves mainly around figuring out how to use green goos to make the catapult fire.

When you're ready to fire it, you drop the cannonball into the basket by stealing the green goo thats holding it up.

Re: Level Design Competition.TwentySeven03/28/2008 - 08:37



Here's my Second Entry.  The first one seemed a little complicated, so this ones much more straightforward.

You build a bridge using goo that allows the big heavy rock to roll across the chasm and knock the gate down.  You then build a rescue path for the remaining goo.

You trigger the rocks "roll" by pulling the green goo out of the way.

Re: Level Design Competition.TwentySeven03/28/2008 - 08:39

I can't seem to edit my posts.. rargh.  I didn't read that theres a limit of one entry per person, very sorry.  If I had a choice I'd probably go with the second one.

Re: Level Design Competition.Ballisticsfood03/28/2008 - 15:09

Meh. It's ok. Theres only a few days left in the competition, and a little leniency aint that big a problem.

Saying that, THERES ONLY A FEW DAYS LEFT! If you have a level design you want to get in the competition POST IT NOW

To everyone who's posted an idea, Once the final date passes I'll talk to Kyle about selecting a winner. Then the winner will definately get many shinies and an internet hug.

So, keep posting, if you would.

BallisticsFood

Re: Level Design Competition.dc4bs03/30/2008 - 15:11



Start with enough goo to build a regular bridge all the way across but that will only free a few left over goo at the end.

If you use the balloons to lift the center group it will float up to the left and the spikes pop the balloons dropping that goo on the left side.  Leave out the spikes in the upper left to make it less obvious.  Then you have to rip a balloon or two off the floating structure to let it float down...

Then build a smaller structure to reach the "goo-gun" that will throw the goo across the chasm and wake the ones up over there and build a stack there to get out and rescue more goo than building the hard way...

Or something along those lines.

Board title: "Who flung goo?"

EDIT:  Ooh!  Better yet!  Have the goo-gun ALMOST make it across the 2nd chasm.  Have the goo on the right be awake (unlike my drawing) so they can build a bit to the left to make a catch net for the flung goo!

I can see quite a few different ways to complete this level resulting in varying numbers of goo saved.  The gun should look like the rollers in the throat at the end of level 1...  Spinning fast though, players may initially avoid it, thinking it's blades.  I think that's a good thing but there should be additional subtle clues to what it is.  I dunno what they would be though.

-dc4bs


Last modified Sun, 03/30/2008 - 15:25 by dc4bs
Re: Level Design Competition.dc4bs03/30/2008 - 19:07

[quote author=AlexV link=topic=55.msg538#msg538 date=1206431809]
My drawing skills are not really up to it either, but perhaps a description will suffice.

General Concept
Weighted Companion Goo. A small cluster of inert goos, and several green detachable goos (such as in the Regurgitation Station, or Tumbler). In order to complete the level, the cluster of inert goos must be lifted, transported or otherwise manipulated into position by the green goos.

Specific puzzle element examples
Inclined Plane: The cluster rests at the top of an inclined plane. In order to move it, the green goos must build a circular wheel around it to allow it to roll down the plane.
Bridge: A gap at the bottom of such a plane would trap the rolling structure unless some sort of bridge were built over it, or bridging device built into the wheel, or the wheel expanded large enough.
Tethered Blimp: Floaty goos are available to lift the inert cluster, but it must also be moved horizontally. This could be achieved by constructing a tether to a far point before lift-off.
End Condition: A natural way to ensure that the inert cluster reaches the intended destination is required. For example, the pipe could be under a trap door which must be levered open by weighting down the other side of a fulcrum. Although the green goos alone could weight it down, they could then not be rescued as when removed to go to the pipe, the trap door would not have enough weight on it and would close again, leaving the remaining goos stranded.


Or perhaps a different form of goo (that does NOT stick to any other kind but itself) could be used to build a ski jump/ramp that the rolling cluster/ball would fly off of to get across a pit or something...

-dc4bs

Re: Level Design Competition.Carp03/30/2008 - 21:59

I have my doubts as to the originality of this one, but here it is nonetheless. A crude diagram attached, scale is 1:3(the gap is about 3/4 as wide as in Ode). There are about 30 black goo balls on the left, about 30 green ones on the right(this value in particular may need tweaking.) The red walls are deadly much like gears, green are regular terrain.

The idea is essentially a combination of OttBB, Ivy Towers, and (sort of) Hang Low: Build across and then down, keeping in mind the second goal while achieving the first. That's what I imagine would really make the level; the combination of bridge-building and bracing. There should be enough goo to win by building a regular bridge, build up from there(using flat ground), and build down, suspension bridge style, but for best results one has to brace effectively as possible.

For varying levels of difficulty the goo colors could be changed. (reversed, or made to match)

(P.S.: I'd of course like to win, but I'm also pretty fond of the other designs, Happy Friar's and dc4bs's especially.  ;))

EDIT: The name of this level is...(bah, can't think of a good one...) "Dangle"


Last modified Mon, 03/31/2008 - 21:44 by Carp
Attachment: Level.JPG (19.2 KB, 692 downloads)
Up, up and away!Marius03/31/2008 - 07:07

Last minute entries FTW! This level is called Up, up and away!

You start with the bit of triangle, on a slippery plane, that's moving to the right and the left slowly. It doesn't move far enough to destroy the middle triangle. Above, you can see the rotating things, which are rotating downwards, to prevent you from building out. When you try to build your tower through it, the force keeps crumbling it (Friction is really strong in world of goo, so that will sort itself). Near the bottom ouchies, at the top of the chamber are attachment points, which both have one balloon hanging from them.


My level is kind of like a puzzle. I'm going to make the explanation invisible, so you can try to figure it out for yourself. Select the text to see the explanation.
You start by building a small tower in the middle, which will of course be going to the left and the right. You attach the top to one of the anchors when it's at the side. This keeps the tower in place, while the plane slides to the other side again. This is where the plane needs to be slippery, otherwise your tower falls down.
Anyway, when the plane goes back again, your tower goes back as well, and half of your tower (the side) gets destroyed. This leaves you with a line of goos, which can be carried by the balloons through the pumping thingeys. Watch out at the top: Build a triangle before your balloons are popped.

The explanation is between this and the last bit of visible text.

May be a little difficult, but it's designed for one of the later, more difficult chapters.

Attachment: Up, up, and away.PNG (46.43 KB, 811 downloads)
Re: Level Design Competition.The Happy Friar03/31/2008 - 11:39

[quote author=Carp link=topic=55.msg604#msg604 date=1206932378]
(P.S.: I'd of course like to win, but I'm also pretty fond of the other designs, Happy Friar's and dc4bs's especially.  ;))

flying goo's remind me of that flash game "cat-a-polt" where you chuck cats & stuff & watch them splat.  :D

Re: Level Design Competition.Jeffistopheles03/31/2008 - 16:01

A fairly simply design if I say so myself

Attachment: gooidea1.jpg (54.84 KB, 748 downloads)
Re: Level Design Competition.Marius04/01/2008 - 09:59

1st of April... The whole competition was a joke!

(But seriously, we want a winner :P)

Re: Level Design Competition.matto199004/01/2008 - 16:48

[quote author=The Happy Friar link=topic=55.msg615#msg615 date=1206981544]
[quote author=Carp link=topic=55.msg604#msg604 date=1206932378]
(P.S.: I'd of course like to win, but I'm also pretty fond of the other designs, Happy Friar's and dc4bs's especially.  ;))

flying goo's remind me of that flash game "cat-a-polt" where you chuck cats & stuff & watch them splat.  :D


You have a strange, twisted mind... Well done! :D

Re: Level Design Competition.Ballisticsfood04/02/2008 - 07:05

Worry not, the competition was not a joke, and you shall have your winner! (by the way, it's too late to enter now)

The winner, however, will not be selected by me, or by kyle or ron, or indeed by any random person, it will be selected by you peeps.

So, if you haven't already, get over to the level design voting thread and vote for your favourite!