Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Aug 24, 2004 10:15:41 GMT -8
Many times people have been asked not to have large empty spaces in their level. The reason for this is it can be annoying to just move gruntz around and waste time. Empty spaces to hold things together as in parts of Waterworld are fine. Jam packing things together isn't always the answer, empty spaces from one part of a level are fine as long as you don't waste much time moving gruntz from one part of the map to the other.
To tell how much empty space there is in a level, look at the ")ensity" assessment of the level. Loose levels have lots of empty space, usually too much.
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GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
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Post by GooRoo on Aug 24, 2004 16:10:11 GMT -8
Hundreds of spaces with no distinguishing characteristics, one single "X,Y" location being a SecretTriggerSwitch is especially irking to me. I do not want to spend all kinds of time walking my Gruntz over every single space that is reachable, in search of a Red Warp. Good Custom Level design makes a SecretTriggerSwitch location draw the solvers' attention ... an Arrow (or Arrowz) pointing at (seemingly) nothing, for example. A Tile without an object on it (Coin, Powerup, etc.) only reachable by crossing Spikez, or filling in a Hole, breaking a Rock ... makes me suspicious that there may be a SecretTriggerSwitch there. A 20 Tile by 20 Tile area with 400 copies of Tile #1, with an unmarked SecretTriggerSwitch at (for example) relative location 15,15 means that a lot of time must be taken moving a Gruntz over all 400 Tilez. Not fun! Definitely not fun! And not a puzzle, either ... a torture.
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