These are straight from the game's designers, so keep these in mind when creating your entires for the contest.
-Try to design the contest level as the 1st level to your own shooter
-Don’t try to make an epic, involved, and very difficult level – it has to be fun first and foremost
-Be as crazy or off the wall as you want – as long as it’s fun
-Take your time – you have the time to do it!
-Following a theme with your enemies and bosses isn’t required but it does add to the “polished” feel of the level
-Get creative with the backdrops, these will be considered in the judging as well
-Night time scenery, boats, planes, buildings – all of this just adds icing to the cake.
-Be sure the SHIP that is to be used with the contest level is clearly labeled
-If the person submitting wants us to use a specific player SHIP – otherwise we’ll default to one of the campaign player ships
-The more experimental with camera control techniques, the better
-Have a section go fast, have a section go slow, make the level go up & down… have FUN!
·Multi-part enemies will add to the depth & excitement of the battle
- Levels with the “sticky parts” mechanic disabled are a welcome change. Mix it up!
-Don’t be afraid to mess with the overall game mechanic. If you’ve got an idea, run with it!
-Try to make some score-related power-ups by making the power-up an “enemy”, making it break into a fragment, but giving it a high score value. If you do this right you can bury 1up power-ups in the level!
-Custom-made bullet patterns for enemies will score extra brownie points
Again HAVE FUN! If you have fun creating your level, it will show in the finished product.
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