something i'm fond of is designing levels first by composition (i.e. using a tile editor to draw a bunch of tiles that look good) and then to find a way to make it enjoyable to play. i came to think about this process more clearly after reading bennett foddy's piece on mkapolk's process of designing "[fr0g] clan official server 24/7 zk map (for stranger)":
but maybe i should have realized it earlier when i heard sylvie's description of how she designed JIGGLY ZONE
-- actually i don't know where i heard this. was it from sylvie herself? (researching)
QuoteMy process for making the levels was to scatter geometry more or less randomly and then try to traverse it. Sometimes when I was going down a map if I thought that an area shouldn't be a dead end I'd add some more stuff to it, but that's about as far as it went.
but maybe i should have realized it earlier when i heard sylvie's description of how she designed JIGGLY ZONE
-- actually i don't know where i heard this. was it from sylvie herself? (researching)