GooRoo
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Post by GooRoo on Jun 24, 2019 14:43:38 GMT -8
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Post by swietymiki on Jun 25, 2019 3:34:38 GMT -8
I've beaten this map and informed the designer about its issues. A modified version should be available soon.
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Post by swietymiki on Jun 25, 2019 13:12:52 GMT -8
These are also valid points but I was mostly thinking about the map being 2 tiles too small to allow for the highest resolution and some graphical issues (checkpoints floating on water, pyramids inside staircases).
Also I sincerely hope that the "Hard" difficulty rating is just a temporary setting, as the level is overall pretty simple.
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GooRoo
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Post by GooRoo on Jun 25, 2019 14:14:55 GMT -8
These are also valid points but I was mostly thinking about the map being 2 tiles too small to allow for the highest resolution and some graphical issues (checkpoints floating on water, pyramids inside staircases). Also I sincerely hope that the "Hard" difficulty rating is just a temporary setting, as the level is overall pretty simple. The Announcement was 'cloned' from another of PowerfulMind's Questz, modified the name and as much of the Statz as I could. Until I actually played the CL, I had no idea of the difficulty, so just left it as it was from its clone. Now I will replay it from the new map, and when I return, adjust some more of the Announcement.
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powerfulmind
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That Puddle... It tastes...like...ME!
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Post by powerfulmind on Jun 26, 2019 3:56:38 GMT -8
The new version has a major problem: retaining the Purple Boxing Glovez Grunt does not work! When the Dumb Chaser reaches the arrow near Purple, Dumb gets socked into the arrow on the diagonal and is stuck ... or squashed. Puzzle unsolvable. That's why I had to eliminate the Purple, so he doesn't get into the business. The Rolling Ball is guaranteed to roll through the Tile the Purple Boxer is standing on and kill him after he pushes the Dumb onto the maze. If the Purple still lives, then the "execution ball" doesn't roll as it should... Look at this area just after the level is loaded, and please tell me if you see: 1. the Purple pushing another Grunt onto the maze, 2. the Purple being squashed by the Roling Ball, 3. that Ball being broken at the hill.
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powerfulmind
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That Puddle... It tastes...like...ME!
Posts: 173
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Post by powerfulmind on Jul 5, 2019 1:37:42 GMT -8
I still have a few issues with this one:
- 2 CheckPoint Flags, only one should exist
- Two Green (reusable) Wormholez that are only usable once (should be Blue)
- SecretTeleporterTrigger to gain Coinz, Question Mark Switch to acquire Warp Letter (reversed usage)
With all of the negative critiquing of (my ) early Custom Levelz (in spite of my subsequent posts about CL standards, and my intention to adhere to them in the future), it seems a bit hypocritical to consider it to not be a problem in this one. But I will distribute it as-is.
1. Never heard about any issuez with more than one Flag per Checkpoint. The number of them is just an aspect of aestheticz and Designer'z decision. 2. The gameplay itself forces those Wormholez to be used once. Also, even the Standard levelz (which seem to be the base of your thoughtz) contain such uses of Green Wormholez. See High On Sweetz, Stage 3 map - exactly the same situation for acquiring the Letter at the bottom-left; a Green used once. 3. Again, it's not necessarily a rule for Standard Levelz. There are exceptionz: Trouble In The Tropicz, Stage 3 (giving access to Toob, and then the Letter via QMS), as well as Stage 4 (building a bridge to the P Letter). So I'm certain it's up to the Designer. After some search for mentioned CL standardz, I found Your pledge to Gruntzerz and noticed the problem... There are, in fact, a few hard thingz to digest. Since the aim of most people is to achieve PERFECT score (which isn't even a thing in Easy Mode) and I made Secret Areaz an option only, Point 3 doesn't honestly make much sense to me. Each Secret Area is separated from the other and brings a prize to the solver - nothing more needed. There's also no chance of encountering an "empty" Secret in Easy Mode, as both Areaz contain Coinz (or give access to them somehow). My intention was to give up the old, rude way of Designing and add some quality to what I make. Look what I've done Now, I just need a balance between applying new, clever ideaz and obeying certain rulez (which I'll try to be aware of in the future). Thankz to everyone for advice anyway.
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GooRoo
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Post by GooRoo on Jul 5, 2019 6:38:54 GMT -8
When a CheckPointFlag exists, it triggers a dialogue box giving one the option of SAVE-ing ... EACH ONE associated with the CheckPoint. Multiple flags for a CP ... multiple dialogue boxes to respond to ... a waste of time. For aesthetic purposes, additional flags should be EyeCandy, not generating a dialogue box to click on. In my early CLz, I was guilty of several bad practices, multiple CPFs being the least of my failings, multiple Warp letters being another. I, for one, appreciate the intelligent limits on the number of Coinz and breaking/digging to acquire them. IMHO, one Coin is sufficient for solving a mini-puzzle ... a departure from my own proliferation of Coinz in the 2000's.
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