he low key roasted on you cause u use clarine and he said average players feed their trash as fuck wiafu and clarine is probobly the worst unit in the game
You forgot that a person should have bad players play as well. Bad players can actually reveal more flaws than good players tbh. Because if a bad player finds something to easy, you can tell you made a serious mistake.
Sacred Stones had the best desert map though and in general, it was a well designed map. There is a good deal of space for your non-fliers to maneuver around, and you are actively encouraged to use fliers in the sand areas. It is also a map where having bow users DOES help out a lot, and also one of the few levels in the game where having a thief IS useful for stealing some nifty items and getting a 100% chance of finding hidden items in the tiles.
I must say, this is a really good video! Along with "Analyzing Fire Emblem Balance", even veteran player like me can learn something new. Thanks for it and I hope for some more videos like this! :)
Good video, but I find that there is a problem of FE creators going too far in the opposite direction. The whole "force players to keep moving fast and take risks" happens too often in Hacks. Sure, it's boring to bait out enemies or turtle them, but it sucks to force players to move fast through a chapter because "bandits will destroy village in X amount of turns". This video gives good tips on map design, but they need to be more connected. For example, when you say that players should "come out and take risks", you should follow up with "don't make every map do this to players". It's good not to make players turtle, but just because a player uses a defensive strategy doesn't make it low effort. Maps should give an option for defense that is more than just turtling (maybe players can focus on how their units defend, rather than just holding up on one bridge). This is a problem I see heavily in Thracia776, where most chapters include infinitely respawning bandits or troops that rush in if you're taking too long. That's just annoying (it is part of the theme of the game, but that doesn't make it great map design). As for the "average vs. efficient" player part, both styles actually do seem pretty efficient, just in different ways. "Average" players go for long term plans and prepare for the worst (much like a person might grind way too much in preparation for the final boss, cause who know how tough that f**ker is). However, half the FE games don't account for maxing units out, and while that may be seen as a weakness for this style, there's always a chance it'll be worth it (look at Last Promise, that hack has no grind map, but I still got 40 levels ups out of multiple units). There's also the fact that some people want to experience the whole game in one playthrough. "Efficient" players have short term plans that include tons of risk taking and restarts. Eventually it works out to be better, but can be annoying if your luck it terrible (I once missed a boss with Lyn's 91%, then got hit by a 21% and died because I decided to try killing the boss quickly instead of surrounding him and taking my time). Same goes with the other factors like getting what you need and promoting early, it's only smart so long as the final boss isn't like Ashera who pretty much expects your team to be maxed out as much as possible. The only exception to this is the "waifu" part, that is true. However, why play an FE game if the characters you like the most are terrible choices in combat? Half the game is about the characters, so if the good ones suck, then half the game sucks. That's like saying (hypothetically) everyone should stop using Lyn because Hector and Eliwood are better stats wise even though Lyn is the only character people care about in the story.
lol this was so funny but also so informative, thank you!! i'm working on a Fire Emblem - Game Of Thrones hack and will definitely incorporate these tips to make the levels fun but challenging
The third point about freedom is the reason why I love Hinoka's chapter of Conquest so much. It offers the player some freedom, because it presents two options: 1. Go on the offensive and rush from Dragon Vein to Dragon Vein, while still being aware that those fliers ARE going to hunt you down at some point, but you try to clear a path as fast as you can (even using the heightened movement of your land units to your advantage) to secure the area 2. Go on the defensive and let Hinoka purposefully activate her Dragon Vein, that way the fliers come to you, so this will require you to take on any flier that comes at you. This comes with an additional benefit: your own fliers can now dart across the map, so you should use this to your advantage. I've done the second one on Lunatic and it was a thrill. I always recruit Shigure around that point and he can be promoted to Kinshi Knight right away, so I basically have the perfect unit to take on the map and all I had to do was give him a decent bow. It just so happens that Midori comes with the Iron Yumi. But therein lies another point of contention: the fliers are also equipped to handle your own fliers. Enemy Kinshi Knights come with bows and Air Superiority, and some Falcon Knights have Beast Killers. So while Shigure was able to combat the enemy fliers (along with Percy and Camilla with their axes) and engage them head on while the rest of my team were on the defensive, it wasn't foolproof, as even he was in danger from the enemy's anti flier gear. The point being, there was that freedom. That was simply one way to do it, I'm sure other players tried to beat Hinoka to the punch with the DVs, maybe some let her activate it first to bait any fliers out and then they activate the DV themselves to go on the offensive again. I've played Conquest more than eight times and honestly, Hinoka's chapter is up there as one of my favourites. There's something to be said about twenty three fliers all with dangerously high movement gunning you down immediately.
"Sometimes it uses cutscenes and info boxes to explain concepts that aren't easily observable". *Shows npc saying money is important* MONEY IS IMPORTANT, DAMNIT!
Soooo many good things here. Nintendo - Intelligent Systems should take notes for the FE Switch new title(No, I am not talking about the Warriors one.) As for the testing process, I think open betas in a lot of online games are the perfect solution for this. You have a variety of people that try all the things that they think and they might even find unintentional bugs.
If you have to go through a specific area, one way to make things tougher is to have multiple attack ranges covering the same spot. Like, say you've got a two space hallway that the player's gotta run through. If the player goes through the normal way, you can have a Knight, with a Mage two spaces behind the Knight (from the perspective of a guy running through the hallway), and they'll both threaten the same area. Then the player has to deal with the Mage and the Knight at the same time. You can do this with more enemies. You can also give the player ways to get around that, like having the mage's attack range threaten a space across a wall that the Knight can't hit, or having a breakable wall or water pool instead of a wall somewhere that lets you approach the guys from the side. Also, think about your own party's members and the items you'll have access to. For example, if you have a Brigand join you, add some short mountain ranges to some maps for him to walk over to get the drop on some jerks or dodgetank dudes.
Yo have you checked out Void's Blitzarre Adventure? It's a 31-chapter project that was made in a week with a mantra of "quantity over quality". I think if you did something in the same vein and focused on only gameplay (designing chapters to your specifications and prohibiting yourself from returning to a previous ch after designing it), and waited until release 2 to do story/graphics/music/other polish, you could make a really cool game. (if this comment gets 1000 likes i will permanently delete my rf5 entry)
I love this kind of video with the drawings,my only complaint would be that marc gets annoyed and yells at every annoying char....they also have feeling...poor skeleton...
Nine You ain't standing your style, you ain't standing your ground. Get wins when kicking a man when he's down. Like, I beat mang0, I'm the favourite if he chokes!
I need to here you how to address the classic chapters where initially the player is complete ly rushed and the level is fairly difficult but after that first wave of enemies the rest of the chapter is pretty simple
I gotta say, this video is quite a good video, going over a good majority of things I think should be in this little video: Mainly, incentives for efficient, and non efficient players. If your trying to strike a good balance, try giving the player two rewards, that can only be satisfied by trying one of the two options. Such as two potential different routes for those who rush and play the chapter quickly, and also for those who want to explore and get a good grasp of things in those chapters. For example, let's take chapter 4 from Blazing Sword. The chapter is a first defense map, and your basically forced to defend off the Brigands, including the boss. There should be two rewards in the chapter: Killing the boss in a very small ((4-5 turns)) limit, or get a very large majority of the map's Opposition killed off in those 7 turns, possibly giving you a possible different layout of chapter 5 that's more thrilling and hard in general, but the other would give you a cool little something for having to do it. It's just generally how I think that Fire emblem should have stuff that panders to normies who want to do it their way on their own teams -me expecially- or the more obsessive on efficiency.
I think you could've used more Fire Emblem specific examples of good levels, like more on difficulty curves in early game+lategame maps as well. It could also use more examples of bad FE levels.
I think this video has been a long time coming as Marc talked a lot about good level design in his rage fest videos so now that this level is a thing people can no longer say well I don't know what's on a good chapter so if that ever happens this video can be pointed out also keep up the good work Marc
My opinion as a FE player about map design is that the setting of a level, its backgrounds and the map colours influence the way i feel about playng the level ( For example FE 6 Last fight against Zephidel felt really boring to me because of how monocrome the map was ). I would like to ask what is the maximum size of a map , just wondering :)
One thing that sucks is if the enemies are split apart too much because then the player will bait just one and then constantly do this and then it's boring. That's why I like how Conquest has a lot of enemies to fight.
Really high production values on this one. Looking clean and profesional, boy. I'm liking this change. The jokes were kinda awkward, perhaps you should work on that. Maybe go for something more subtle and less bombastic. Also, I think you have a really good dynamic with ArcanaBirdy. Gives your channel a lot of unique character. I hope he/she stays. Overall, another excellent video. GODDAMN, I've been waiting for this one a long time. Looking forward to whatever comes next.
Just found your channel, lovin' your design aspirations and advice~!! What are your thoughts on the level design system that will be available in the upcoming AdvanceWars inspired game called WarGroove-??
is there an option to get a tutorial how to make a rom hack of fire emblem myself. i want to learn it for my later study so i get experience when i start studying
Late as fuck but the premise is that the long term gains are not as valuable as the short term boosts because odds are you aren't reaching 20/20 in most games
anybody know a good editor for making custom games, preferably one that requires minimal programming knowledge? I can never seem to find one online, and I'd liie to try making if not a fangame then at least some levels that can be played.
WOW ! The GBA Fire emblem games are my fave style ones ! i loved 8 7 6 thats the order i played throw them the first time . I enjoyed some of the gba mods and would like to play more , and i have one more question , is a gba mod possible to have more than 30 chapters , i mean like 60-100 and have a whole bunch of recruitable units 50+ that would be so cool ! !!!!! ! I would even consider writing such a long story that would get you invested in . (sorry for my bad spelling mmorpg was my sensei ;3 )
Is there a link that will let me get started on putting your teachings to practice? I've always thought it would be cool to design levels but I forgot where to get what I need.
you just earned a subscriber -if that matters at all- this is very useful to me, since i'm trying to create my hack rom the fact is that i have absolutely idea about how to do it i mean, there are programs, tools, and a lot of other stuff that i don't really understand how to use plz halp me
Rutger coming out of the castle to unexpectedly kill one of your units was the best level level design.
Hou Yi He killed Deke in my first blind iron man run. I was so sad.
He killed Clarine on mine and Marcus on my second run because I forgot.
They tell you he's coming
I was Lucky and had a certain Bors tank the hit
Rip elen and wade );
This is some top quality shit Marky!
Thank you, Mangs. It means a lot to hear that from you.
Mangs puts the "Shit" in "Shitpost"
he low key roasted on you cause u use clarine and he said average players feed their trash as fuck wiafu and clarine is probobly the worst unit in the game
+Itsover9000napa
That was probably the hardest I've laughed all day.
lol
You forgot that a person should have bad players play as well. Bad players can actually reveal more flaws than good players tbh. Because if a bad player finds something to easy, you can tell you made a serious mistake.
Roses are red,
Violets are blue,
Fun and well designed levels?
Gaiden wishes to disagree with you.
The SlashingSceptile574 desert + archers inside building
Am I the only one who enjoys Gaiden’s maps?
@@tinchosabala no I like them
Lmaoooo
Tincho Sabala yes
How to make a good map set
delete all instances of sand related areas
Sacred Stones had the best desert map though and in general, it was a well designed map. There is a good deal of space for your non-fliers to maneuver around, and you are actively encouraged to use fliers in the sand areas. It is also a map where having bow users DOES help out a lot, and also one of the few levels in the game where having a thief IS useful for stealing some nifty items and getting a 100% chance of finding hidden items in the tiles.
Agreed.
I got you. I'll replace it with a graveyard instead.
Anakin, is that you?
Definitely worth the wait, good job man
Thank you. It wouldn't have been as good without your help, so give yourself a pat on the back.
I am not efficient, nor am I average. I look at the level say, "what do I do", then do the opposite.
I want to try this now
Roses are red
I shop at the mall
FE12 EARLY GAME MAPS ARE TOO DAMN SMALL
I'm glad to see you see every single one of us as having a voice of kermit the frog.
I must say, this is a really good video! Along with "Analyzing Fire Emblem Balance", even veteran player like me can learn something new.
Thanks for it and I hope for some more videos like this! :)
Good video, but I find that there is a problem of FE creators going too far in the opposite direction. The whole "force players to keep moving fast and take risks" happens too often in Hacks. Sure, it's boring to bait out enemies or turtle them, but it sucks to force players to move fast through a chapter because "bandits will destroy village in X amount of turns". This video gives good tips on map design, but they need to be more connected. For example, when you say that players should "come out and take risks", you should follow up with "don't make every map do this to players". It's good not to make players turtle, but just because a player uses a defensive strategy doesn't make it low effort. Maps should give an option for defense that is more than just turtling (maybe players can focus on how their units defend, rather than just holding up on one bridge). This is a problem I see heavily in Thracia776, where most chapters include infinitely respawning bandits or troops that rush in if you're taking too long. That's just annoying (it is part of the theme of the game, but that doesn't make it great map design).
As for the "average vs. efficient" player part, both styles actually do seem pretty efficient, just in different ways. "Average" players go for long term plans and prepare for the worst (much like a person might grind way too much in preparation for the final boss, cause who know how tough that f**ker is). However, half the FE games don't account for maxing units out, and while that may be seen as a weakness for this style, there's always a chance it'll be worth it (look at Last Promise, that hack has no grind map, but I still got 40 levels ups out of multiple units). There's also the fact that some people want to experience the whole game in one playthrough. "Efficient" players have short term plans that include tons of risk taking and restarts. Eventually it works out to be better, but can be annoying if your luck it terrible (I once missed a boss with Lyn's 91%, then got hit by a 21% and died because I decided to try killing the boss quickly instead of surrounding him and taking my time). Same goes with the other factors like getting what you need and promoting early, it's only smart so long as the final boss isn't like Ashera who pretty much expects your team to be maxed out as much as possible. The only exception to this is the "waifu" part, that is true. However, why play an FE game if the characters you like the most are terrible choices in combat? Half the game is about the characters, so if the good ones suck, then half the game sucks. That's like saying (hypothetically) everyone should stop using Lyn because Hector and Eliwood are better stats wise even though Lyn is the only character people care about in the story.
Lyn probably isn't the best unit to use in example of an efficient play through.
lol this was so funny but also so informative, thank you!! i'm working on a Fire Emblem - Game Of Thrones hack and will definitely incorporate these tips to make the levels fun but challenging
I'd drop the "comedy" segments.
there was comedy segments? i couldn't tell o.o
it isn;t a joke btw i legit couldn't tell
The "fans" were the joke. I didn't like that part.
The third point about freedom is the reason why I love Hinoka's chapter of Conquest so much. It offers the player some freedom, because it presents two options:
1. Go on the offensive and rush from Dragon Vein to Dragon Vein, while still being aware that those fliers ARE going to hunt you down at some point, but you try to clear a path as fast as you can (even using the heightened movement of your land units to your advantage) to secure the area
2. Go on the defensive and let Hinoka purposefully activate her Dragon Vein, that way the fliers come to you, so this will require you to take on any flier that comes at you. This comes with an additional benefit: your own fliers can now dart across the map, so you should use this to your advantage.
I've done the second one on Lunatic and it was a thrill. I always recruit Shigure around that point and he can be promoted to Kinshi Knight right away, so I basically have the perfect unit to take on the map and all I had to do was give him a decent bow. It just so happens that Midori comes with the Iron Yumi.
But therein lies another point of contention: the fliers are also equipped to handle your own fliers. Enemy Kinshi Knights come with bows and Air Superiority, and some Falcon Knights have Beast Killers. So while Shigure was able to combat the enemy fliers (along with Percy and Camilla with their axes) and engage them head on while the rest of my team were on the defensive, it wasn't foolproof, as even he was in danger from the enemy's anti flier gear.
The point being, there was that freedom. That was simply one way to do it, I'm sure other players tried to beat Hinoka to the punch with the DVs, maybe some let her activate it first to bait any fliers out and then they activate the DV themselves to go on the offensive again.
I've played Conquest more than eight times and honestly, Hinoka's chapter is up there as one of my favourites. There's something to be said about twenty three fliers all with dangerously high movement gunning you down immediately.
i just need to see the title to know this is going to be some quality content
"Show Glass that he's just an average joe!"? Is that a Punch-Out reference? XD
The Sequelitis influence is strong here, and I say that absolutely as a compliment. Well presented thoughtful analysis, MarkyJoe
You did amazing on this video, Marc. I had a lot of fun helping out on this project dude. Keep on at it, and be the best you can be, yo!
"Sometimes it uses cutscenes and info boxes to explain concepts that aren't easily observable".
*Shows npc saying money is important*
MONEY IS IMPORTANT, DAMNIT!
HOLY SHIT MARC I'M LOVING HOW YOU COMPOSED THIS VIDEO AND I HOPE TO SEE MORE LIKE THIS IN THE FUTURE!! KEEP UP THE GOOD WORK!!
This is probably the best quality content I've seen come out of the Fire Emblem community in several months.
Echoes Shadow of Valentia is THE prime example on how NOT to make Fire Emblem maps imo.
The game itself seems like a little too faithful remake of FE2 imo, just like Shadow Dragon.
Soooo many good things here.
Nintendo - Intelligent Systems should take notes for the FE Switch new title(No, I am not talking about the Warriors one.)
As for the testing process, I think open betas in a lot of online games are the perfect solution for this. You have a variety of people that try all the things that they think and they might even find unintentional bugs.
If you have to go through a specific area, one way to make things tougher is to have multiple attack ranges covering the same spot.
Like, say you've got a two space hallway that the player's gotta run through. If the player goes through the normal way, you can have a Knight, with a Mage two spaces behind the Knight (from the perspective of a guy running through the hallway), and they'll both threaten the same area. Then the player has to deal with the Mage and the Knight at the same time.
You can do this with more enemies. You can also give the player ways to get around that, like having the mage's attack range threaten a space across a wall that the Knight can't hit, or having a breakable wall or water pool instead of a wall somewhere that lets you approach the guys from the side.
Also, think about your own party's members and the items you'll have access to. For example, if you have a Brigand join you, add some short mountain ranges to some maps for him to walk over to get the drop on some jerks or dodgetank dudes.
We now have Mega Maker. I am now just waiting for Fire Emblem Maker.
Fantastic! You put so much into this and it shines through!
Very good advice. I'll be sure to keep them in mind when FEXNA finally gets released in the year 2200.
Yo have you checked out Void's Blitzarre Adventure? It's a 31-chapter project that was made in a week with a mantra of "quantity over quality". I think if you did something in the same vein and focused on only gameplay (designing chapters to your specifications and prohibiting yourself from returning to a previous ch after designing it), and waited until release 2 to do story/graphics/music/other polish, you could make a really cool game.
(if this comment gets 1000 likes i will permanently delete my rf5 entry)
Sqawll that's the best idea I've heard in ages
This video is really good and it was worth waiting for!
Great video! I'll be sure to remember this if/when I design my own levels.
I love that the example he used was Money Man
I love this kind of video with the drawings,my only complaint would be that marc gets annoyed and yells at every annoying char....they also have feeling...poor skeleton...
Lol I'm getting a "budget egoraptor" vibe. Good video mark
Awesome video Marc very helpful and entertaining
Your definition of an "average player" is exactly what I am on my 2nd and later playthroughs, but on the 1st I just do it quickly for the story
Maybe it was intentional, but this feels a lot like Sequelitis. I hope you do more videos like this in the future Marky
THESE VIDEOS ARE SO GOOD
I'm getting lots of Sequelitis vibes outta this. Great vid, man.
This was really helpful for planning!
Thankyou very informative
and i thought egoraptor would not upload anymore
Or be like Awakening and make giant ass maps and put horse units everywhere!
It sounds more like Gaiden/Echoes.
@Precept 57 all of the above
@@TheRedScizor YES. ALL OF THE FUCKING ABOVE.
You shan't judge me just because I always save all my stat boosters for Sophia!
A great example of level design is Marc's Special Day feat. Manphia.
I'm getting huge Sequelitis vibes from this, and that's a very good thing.
Keep up the great work, bud!
00:03
Right Gaiden?
lol, evidence.zip
We all gawkin when looking at your Fox, bitch
Stick to smash 4 and losing by 4 stocks
Nine You ain't standing your style, you ain't standing your ground.
Get wins when kicking a man when he's down. Like, I beat mang0, I'm the favourite if he chokes!
As far as Armada goes, I'll just wait 'til he's a host
I need to here you how to address the classic chapters where initially the player is complete ly rushed and the level is fairly difficult but after that first wave of enemies the rest of the chapter is pretty simple
Really liking these new videos
I gotta say, this video is quite a good video, going over a good majority of things I think should be in this little video: Mainly, incentives for efficient, and non efficient players. If your trying to strike a good balance, try giving the player two rewards, that can only be satisfied by trying one of the two options. Such as two potential different routes for those who rush and play the chapter quickly, and also for those who want to explore and get a good grasp of things in those chapters.
For example, let's take chapter 4 from Blazing Sword. The chapter is a first defense map, and your basically forced to defend off the Brigands, including the boss. There should be two rewards in the chapter: Killing the boss in a very small ((4-5 turns)) limit, or get a very large majority of the map's Opposition killed off in those 7 turns, possibly giving you a possible different layout of chapter 5 that's more thrilling and hard in general, but the other would give you a cool little something for having to do it.
It's just generally how I think that Fire emblem should have stuff that panders to normies who want to do it their way on their own teams -me expecially- or the more obsessive on efficiency.
7:16 incest is awesome !
Getting an egoraptor vibe from this dude
The best level design would be a different song for every chapter. Yuan Delta theme on the first map.
Just started with romhacking, this is hilarious and useful
Thank you
Awakening, take notes
I think you could've used more Fire Emblem specific examples of good levels, like more on difficulty curves in early game+lategame maps as well. It could also use more examples of bad FE levels.
Tbh, I like that new art of MarkyJoe in the vid, hair looks much better and natural
The world is fulled with so many possibilities like a good ROM hack
I think this video has been a long time coming as Marc talked a lot about good level design in his rage fest videos so now that this level is a thing people can no longer say well I don't know what's on a good chapter so if that ever happens this video can be pointed out also keep up the good work Marc
Dang, this makes me want to start making a FE ROM hack. Always thought FE level design was interesting to tackle.
rutger made me angry for a long time after that lol
MY BOY BIRDY WITH THE ART IM CRYING I MISS HIM
My opinion as a FE player about map design is that the setting of a level, its backgrounds and the map colours influence the way i feel about playng the level ( For example FE 6 Last fight against Zephidel felt really boring to me because of how monocrome the map was ). I would like to ask what is the maximum size of a map , just wondering :)
good job this is awesome !
This video has a nice "Sequelitis" vibe in it, i like it. 8)
Did you just take a shot at me using Sophia?
Your singing voice truly inspires me
jummm.... i think this will be usefull to me in the future *save*
kinda wish you showed good and map examples kin this to exemplify the points you made.
One thing that sucks is if the enemies are split apart too much because then the player will bait just one and then constantly do this and then it's boring. That's why I like how Conquest has a lot of enemies to fight.
Turtling is fun as fuck though
Really high production values on this one. Looking clean and profesional, boy. I'm liking this change.
The jokes were kinda awkward, perhaps you should work on that. Maybe go for something more subtle and less bombastic.
Also, I think you have a really good dynamic with ArcanaBirdy. Gives your channel a lot of unique character. I hope he/she stays.
Overall, another excellent video. GODDAMN, I've been waiting for this one a long time. Looking forward to whatever comes next.
Hey Marky I have some idea's for fire emblem maps but I would like your opinion on them
Very similar to Egoraptor's Sequelitis, but still good!
excellent very well explained
Just found your channel, lovin' your design aspirations and advice~!!
What are your thoughts on the level design system that will be available in the upcoming AdvanceWars inspired game called WarGroove-??
I thought it was better to wait to promote rather than right away except in echoes.
Would hate some of my maps. When I make custom chapters it's always sadist mode that involves cheesy problem solving to beat.
Can you do a top 10 or a showcase of what you deem to be good level design in the main series games?
Love the Sequelitis vibe to this whole video
Thanks for the class.
is there an option to get a tutorial how to make a rom hack of fire emblem myself. i want to learn it for my later study so i get experience when i start studying
Google feshrine ultimate tutorial
'efficient players' promote units early?! I thought I wasn't supposed to do that!
Late as fuck but the premise is that the long term gains are not as valuable as the short term boosts because odds are you aren't reaching 20/20 in most games
People watching this: well time to do the complete opposite for the next ragefest to piss off marky joe
Wait wait wait wait wait... You joined youtube... on my birthday. Huh.
anybody know a good editor for making custom games, preferably one that requires minimal programming knowledge? I can never seem to find one online, and I'd liie to try making if not a fangame then at least some levels that can be played.
Great voice acting!
WOW ! The GBA Fire emblem games are my fave style ones ! i loved 8 7 6 thats the order i played throw them the first time . I enjoyed some of the gba mods and would like to play more , and i have one more question , is a gba mod possible to have more than 30 chapters , i mean like 60-100 and have a whole bunch of recruitable units 50+ that would be so cool ! !!!!! ! I would even consider writing such a long story that would get you invested in . (sorry for my bad spelling mmorpg was my sensei ;3 )
Ah, yes. Sophia vore. The one thing that makes all Fire Emblem games good
Well it certainly got my attention as a Fire Emblem fan. Also, I love Sophia's facial expression during that part lol.
What do you use to make Fire Emblem levels?
Is there a link that will let me get started on putting your teachings to practice? I've always thought it would be cool to design levels but I forgot where to get what I need.
Fire emblem: check!
Funny commentary: check!
Breaking the 4th wall: check!
Logical information: check!
+1 sub for you: check!
great video.
Level design is still my weakest area of hacking. This is gonna be very useful.
What do you think of the last promise hack?
you just earned a subscriber -if that matters at all-
this is very useful to me, since i'm trying to create my hack rom
the fact is that i have absolutely idea about how to do it
i mean, there are programs, tools, and a lot of other stuff that i don't really understand how to use
plz halp me
Good stuff, jokes drag on for too long though.
How do I make... levels in the first place?
I finally have an answer for you! I went and created a tutorial for this: ruclips.net/video/Z_HeNcLc6Jk/видео.html
This is a great vid overall, but I think your classification of "efficient" players is completely off-base and far too narrowly focused.
7:04 devenart in a nutshell.