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Post by Blaze The Movie Fan on Mar 8, 2023 13:06:56 GMT -8
Full title: Can someone give me a full list of things that were common in custom levels during the early years of the game which are frowned upon now?
Now, I want to do my best to catch up with how things work now regarding Gruntz. Last year when I returned to the game, I noticed the community changed a lot, and I have a lot to catch upon. So if you guys can give me a full list that'd be appreciated.
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GooRoo
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I luv Gruntz!
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Display Name: GooRoo
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Post by GooRoo on Mar 8, 2023 17:02:05 GMT -8
Full title: Can someone give me a full list of things that were common in custom levels during the early years of the game which are frowned upon now? Now, I want to do my best to catch up with how things work now regarding Gruntz. Last year when I returned to the game, I noticed the community changed a lot, and I have a lot to catch upon. So if you guys can give me a full list that'd be appreciated.
Some things have always been "frowned upon" ... but done anyway, as in my "Metamorphosis" Quest, where I intentionally mis-used switches as PERMANENT Question Mark Switches.
Personal Opinion:
- Using switches meant to control one type of object to control some other object (Green Switch to control Bridge tiles, for instance).
- Completely hiding prize objects behind EyeCandy
- Covering vast areas with EyeCandy (whether with or without anything of value in them)
- Triple stack Bricks, where a single Brick will do (waste of time)
- Triple row of Holes, where one will do ... two against Springz Grunt (waste of time)
- Ten dig-able/break-able objects containing Coinz without any true puzzle.
- Bridge Tiles zig-zagging around in empty space requiring dozens of mouse clicks to cross (hard on these 80 year old arthritic fingers)
- Water Bridge Tiles (Crumbling or Stable) without Automatic or Switch-controlled Tiles to present any problem at all (point and click ... once!)
- Long puzzles which require scrolling to move Gruntz from one end to the other
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