Side-Scroller Map Design

by RPGking (PM)

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Current Language: English
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With the implementation of 001's side-scroller support, a whole new realm of map-making is involved. We now have new factors to play with, parralex backgrounds, map verticality, etc. In this short tutorial I'll show you some basics of side-scrolling map creation. (this is assuming you know how to use the side-scroller features, if not, refer to Stephen Chapmans Side-Scroller tutorial.)


It sounds complicated but it isn't. All this is is ensuring all of your tiles are stacked equally. See the picture below for an example.

You'll notice the crates are stacked in a neat pile. With 5 crates on the bottom, 3 on the middle row, and 1 up top. This is an example of equality in tilel placement. This can and should be done with any terrain, obstacles that the player is meant to be able to go back over. The rule of equality in tiles should only be broken if the player shouldn't be able to get back over the obstacle they just crossed. For example:

You can clearly see the player can't jump or get back over the obstacle. This is the only time this rule should be broken.


It should be noted that in any side-scrollering map you should eb able to jump most distances presented without any trouble or with a medium difficulty. The player noramlly cannot jump more than 4 tiles. Each tile being 32x32.


Verticality and adventurous map designs are pure gold. Pretty much taking a spin on the normal, jump from point A to point B will make people think twice when rating or playing your game. If yuo have jumping from sky scraper to sky scraper or goign up a giant tree with platforms int eh trunk, it gives a funner and more unique exprience, its alot better than jump the gap. Get creative with what you can do.

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