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« Teo's Blog Welcome! I feel I would write about it even though there might be already a similar guide, but I'm feeling like writing some of my own tips and details for a good looking cave. ![]() Let's start off with the basics! Hmmm... What do you think about the chamber of the cave here on the picture? ![]() Ehhh... Simple. Hannah goes from the left side, uses the arrow to get the treasure, and makes progress further to the right side. But what's that? Have you ever (if you have ever even been in a cave ![]() ![]() ![]() ![]() Hmm... I think it looks way better now. Decorated with spikes in a well-detailed style, definitely better and more cavey looking than before! ![]() ![]() Let's start. In places, where it's safe and not annoying, try to use stalactites and stalagmites. (in other words - spikes) Make sure it looks good and doesn't make any unwanted damage to the player if it's not the intention of the spikes. For example, here you have a short passage where you has to just go through it and e.g. take some treasures. There's no need to jump or something, so you can, you even should add some spikes or at least cavey shapes to the sides. (top, bottom, sides) Remember it - never, never leave the caves with flat and boring walls + empty places. Compare these two examples: ![]() ![]() In the first one, we see Hannah going from the first corridor for the sake of collecting the treasures and continuing on. The second place has the same purpose, but of course looks way better and should often look like this. What's the difference? Well, it's very similar to the first example, and has practically the same purpose. Look more exactly into the examples to see how the spikes are placed and how the cave looks better with them. Also, in my opinion, you should avoid placing big chunks of treasures, it's unproffesional and in real, it wouldn't likely happen too I guess. ![]() ![]() ![]() Here, let's say some workers were mining in that mine ages ago, and built a platform above an dangerous spikey ditch to make their work safer. Now Hannah must explore the cave after them and find some abandoned treasures! Here we go into the passage and we find ourselves on the platform above some spike abyss and under some dangerous stalactites. It's definitely very well looking now and the cave is visually well designed at the moment. You can now see your possibilities with the caves! Combine with it to make them look even better, but now I'll tell some of my personal tips, and I think you can use them to make the caves look even better visually. First off - we see some circled examples here. ![]() There are three examples under the platform, and one above it. Let's explain them. ![]() RED - We use it very often in some tight passages to make the arrows fly through it and trigger some traps, while making the passage not passable for Hannah. It's very common, I (even not too long ago) thought it shouldn't be like this, because it's floating, but eh, don't listen to me here actually, these are pirate caves and something like this is definitely acceptable. You'll need it in some of your traps I guess and you'll use it, I use it myself pretty often when it's needed too. But don't overuse it in the same place to not make the visual look of the cave worse! BLUE and YELLOW - These are practically the same cases, but I put them both here for the sake of having both spikes in and because of explaining. :p So yeah, in this situation, I preferably always avoid situations like this. In my opinion, floating spikes without any surface adjacent to the flat surface of the spike (under or above the spike, depends on one of these situation on this picture) are not acceptable. Some people don't see anything wrong in it and are using it, and they can have their own opinion and I understand them. But in my opinion, it just breaks the look of the cave and makes it worse visually, so you should avoid it. Yeah, I used it in the past too and you would find my caves with that, but I'm not an immature dumb noob anymore, so I wouldn't use it now. ![]() ![]() VIOLET - The violet trap, you use the arrow to make your way out of the chamber. Yeah, understandable and we also see a spike, which blocks your way out of firing the arrow from the top, and it looks alright now, don't you think? Unless we fire the arrow and set off the trap... Also an example from Primary Lotus, a set off arrow leaves the spike there floating alone, so in my opinion you should also avoid situations like this. =) Let's move on... what's next? Let's now say more indirectly about the detailing caves with spikes itself. Hmmm... How do I do it? Look into the next example picture: ![]() Different shapes tell different spike detail situations. Short legend: RED - You should avoid this! GREEN - You can use this! The situations on the bottom and the top are symetrically the same. Now I'll write about these different situations more exactly: The first two situations, marked in an OVAL: In my opinion, for a good visual look, maximally there should be an amount of four "changing" its position together (top-bottom-top-bottom) spikes, as we see in the green oval. In the red oval, there's already 5 of these spikes made in that way, and IMO it's too many - you should position the fifth or even already the fourth spike one tile upper or lower than the rest of the spikes or leave a terrain tile on the same height line, but without a spike. ![]() The next two situations, marked in a SQUARE with rounded corners: When you go with the spikes up, up, up, up... or down, down, down, down... and every time one tile upper or lower, then in my opinion, two spikes in a row is the max. As you can see in the red (wrong) example, there are already three spikes made up in the same arrangement (every time the next spike goes one tile upper/lower than the previous), and in my opinion it's already too many, but it doesn't affect the cave that negativiely, so in "critical" situations using it isn't that bad. But over even these three tiles in the same arrangement it's definitely too many then and it's too symmetrical for a cave. I'm used to avoid this, and when I come across a situation like that, I e.g. remove the middle spike and leave a tile without a spike there to make it more detailed and well-looking, like it's shown in the green square. It looks definitely better then. ![]() The last two situations, marked in a HEXAGON: It's actually very, very personal in my opinion, and it's just my style, but if you don't mind, you might avoid it like me, and I just felt like mentioning it in this guide. ![]() ![]() ![]() Let's go to the next detail examples... So yeah, what else? Look on the picture! ![]() All the examples on this picture are wrong. Now, I'll explain specific coloured errors: RED - In my opinion, it's just a too high column, and visually that tight column with that spike on it is definitely too high and destroys the good visual look and even on the map preview won't look good. If you can, add some walls to the right or left side of the column with spikes under/on it to fix it, or just lower the column to the height which is shown in the blue example, it's a max height in my opinion, but there's also nothing wrong in three or more tile columns unless you add some additional shenanigans and decorations with terrain to it. BLUE - In this situation, we see almost everything is ok. But in my opinion, if you already make something like this, it may also be very personal, but you can just make the spike on the left or on the right side one tile higher/lower for additional detail. IMO, it looks here just too symmetrical and e.g. the side spikes on the red example look alright there. VIOLET - Hmmm, what we've got here? It's a bit specific, but in my opinion, terrain shouldn't contact with each other within its corners. IMO, it just breaks the visual look and it's one of the more important examples. It just looks a bit weird, and I try to avoid it unless it's really needed to use it that way. But yeah, for example, krotomo uses it a lot in his well visually designed caves ![]() And I'll also add additionally here, don't use e.g. alone tiles of terrain floating in mid-air. Even when there are two tiles of terrain, it's not enough to have it as a terrain in my opinion. If you can, make it a platform or in the worst case metal crates, unless it fits, then it's well. But terrain is terrain, there should be more terrain contacted with each other, I just try to avoid too small chunks of terrain if it's not needed. ![]() ![]() Next details, look at the next picture: ![]() It's an actual part of a level, yeah, Hannah goes up, makes her way out of the first chamber, and then goes quickly on the dynamites through the second trap. The rest of the cave isn't needed for us. ![]() ![]() VIOLET - So yeah, when Hannah starts the level and hits the arrow, it will open the way for her to go through. She hits first arrow, the first arrow sets off second arrow, which sets off the dynamites. Everything's well marked with violet. ![]() ![]() YELLOW - What we see here? There are two yellow-marked examples here, one with stalactite and one with stalagmite, on the opposite sides of the cave. So yeah, you would think, what wrong? And this is my answer: do not decorate your levels with the shown yellow examples!! You have a flat wall, and you just put a spike in like on the pictures! No! That doesn't look good! There should be at least two spikes, more empty space in the wall, or more complicated spiky holes. In my opinion, it just looks like you have an uploader-glitched cave, you uploaded it, and the arrows just ate a line with the second spike leaving it looking so crappy. That's why I'm almost always sure I accidentally made an uploader-glitched line in a cave when I'm testing it and I see something like this, that happened a lot through the weeks with the Great Hollow Tunnel, and the uploader glitch almost always left me with that crappy example of a single spike in a wall. ![]() ![]() RED - Hmmm... I just marked a trap, Hannah goes out from the tunnel, sets out the arrow, and must quickly fall and run to the right to stay alive! And yeah, everything's ok with it, but why I marked the spikes instead of the dynamite trailblazer? I just felt like warning you from a common error. People would here want to make the bottom row (the marked one) of spikes well looking, and going with my tips, when there would be e.g. two spikes in a row on the same height one near the second one, the caver would just delete one of them like I advised and it would look better. But hey! The player would now just not even go through the trap, but just wait for the trailblazer to be set off and then land on the well-looking tile without spike and jump to the next traps from there! Oh noes! It's cheating! But here, it's a simple solution. Your destination - spikes in all places at this point. So the way out of that problem is easy - just make it together: well looking and spiky in all places. You must just feel it off how to place the spikes well to make it well-visually, and I showed you an example of spikes being in all places and looking well together, marked in red at that bottom part and being spoken about through last several lines of text. :p Now the trap won't be cheatable! But now a little off-top tip (because it's about the design itself): always remember to not have the dynamites destroy the spikes on the bottom too, because the player would again just wait and then land on the free tiles and jump from them to continue on! Now when you read it just design it with the given tips - well looking and fun! ![]() BLUE - Yeah, I marked over two examples of spikes, and in both of them you see two spikes near each-other, about which I tell you earlier that I tend to avoid it and you can avoid it too for additional cavey-visuality. ![]() ![]() ![]() ![]() GREEN - Hmmm... I marked two almost the same examples here. The upper one is the worse one (I don't say it's wrong), while the lower one is the correct one. =) In my opinion, I just think it's too busy with the spikes in the upper example there, spike near spike and a lot of spikes... In this situation it just doesn't fit, but if it's a cave styled in a more busy way or something, then you can feel free to use it. You must just feel out when you can do specific things and where you should avoid them. In a decent, average open-feel cave it's a bit of overusing spikes IMO, so use it only if you're sure it fits. In other cases, it's always good to remove one or more (but not too many) of these spikes to let there be more of the free-space, like it's shown in the lower example. ![]() ![]() ORANGE - And what's here? After we are after the dynamite trailblazer, we continue on with the cave, and it seems there's a next trap waiting for us in the next portions of the cavern, since the trailblazer sets off an arrow at the end which, I guess, has some kind of purpose later on. ![]() ![]() Also, would competely forget about one important thing! Look here: ![]() We also need to know where we can add spikes and where not. Yeah, it may also be very personal and some people don't see anything wrong in it, but just placing spikes on platforms like on the picture may not be my favourite way for making traps. It just doesn't look alright for me, even though you may make up some traps with it, in my opinion, when you have a "built by someone" platform, I don't think that a spike would just appear on it. And it just strangely looks with that colour composition, dark blue with brown, not too good. I just thought I could say about it too, and I might advise avoiding it too, but yeah, it's more a personal thing and if you really want to use it this way, I won't stop you from using it. ![]() ![]() ![]() And one more thing else before the last examples, now about terrain. ![]() ![]() Yeah, what can we say? Now I'll write something about them. In my opinion, the one to the right is alright, while the one to the left is not good and rather shouldn't be like this. Why? Simple - because just like when making the too small chunks of terrain, this long snake of terrain branching out to some new tight snakes doesn't look good. Maybe you would manage to make it fitting, but in a decent, average cave, I guess it's just always better to use bigger chunks of terrain if you already use terrain, unless it's very needed and doesn't destroy the visual look, but somehow fits. =) Heck, look into my latest cave Filthy Burrows... It has definitely a few of these terrain snakes, and the one under the door definitely breaks some of the visual look there and I agree with it, but I had no other way I guess and when it's needed, just do that. It's definitely better then than combining with it or (don't even try!) change it to some crates or something! It's just a bit strange IMO sometimes, and when you'd be in caves, I guess the corridors would have strong and thick walls, not some symmetrical, branching out and squarish, tight snake-shaped terrain. But when needed, don't be too ashamed to do places like this, it's common too. ![]() ![]() Hmmm... what's more? I guess after writing it I will get a lot of ideas I didn't add to the guide here, but for now, I guess I will just add some last tips for it and you're ready to design a well-looking cave. ![]() ![]() So yeah, I just made a (I guess) a decent cave. But hey, we have some unused place there a the top-right portions of the cave! What can we do with it? So yeah, most of the cavers just leave it or fill it with some random spiky chambers or strange things, and I don't say it wrong or something, but I think we can e.g. nicely link the main cave to the unused chambers within some platforms, crates, or other things! We will show the player he/she is definitely playing a cave, and there are also some corridors he/she can't just reach, because the cave has just formed itself like this and some of the corridors aren't reachable. Of course, you can put some crates or other things in the unused chambers to show that something has also been left there or something, but don't put too many things there and try to make it looking like the rest of the cave or a little bit specific if you want. ![]() ![]() And yeah! It's definitely a way better looking cave by now! ![]() So yeah, for the end... I can say also that you should place the door in the way that all the three bottom door tiles are on some other terrain tiles and the door is visible in 2/3 of its all at least. In my opinion, doors shouldn't be on platforms and any other crates, it just should be terrain. ![]() ![]() What else I can say... this is the end, and you may now think - how the hell I can quickly make it all without losing a lot of time?! Here you are! I guess you are not some noobs and so on, but in case you didn't know, when I make caves in CSD's Cavemaker: Right Hand - The mouse, I only choose the tiles and the places where I want the tiles to be with it. Left Hand - I have it on the Insert and Delete buttons on my keyboard on the right side of it. In case you didn't know, Insert will insert the selected tiles into the selected place and Delete will delete the tiles from the selected place and make it empty space. It helps making the cave well-looking a lot! =) Brain - Working and thinking about how to make the cave well-looking visually and well-designed! Examples of caves looking pretty well visually in my opinion: O Green World, by Sefro Rise and Run, by rainalonto Yearning for Yellow, by krotomo See how well it makes their map previews look ingame! ![]() ![]() ![]() ![]() ![]() And I've also added the poor, now sadly a bit forgotten, but outstanding, and Isa's favourite cave of his own - The Pipe Dream! Look how amazing the map shows the level's visuality and its special - the metal crates, which fit there perfectly in my opinion! ![]() So yeah, I hope everything's understandable and well described, maybe more people will make and play caves again, thanks for the attention, I hope the hours spent on the guide aren't wasted. ![]() ![]() *Attention: Some of the examples explain just how the cave can look good within my own style of making it, so you can of course have a different opinion about it, but I think it just looks good and everyone is fine with it, so I decided to share my tips with you. ![]() User Comments (15)
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