Deterioration
Author | MattMaster |
---|---|
Tags | author:mattmaster fast-paced flow gold-into-mines race rated timing |
Created | 2009-03-26 |
Last Modified | 2009-03-26 |
Rating |
3 by 7 people.
|
Map Data | |
Description | A race-flow.
One comment: L-A-G. Just get a quicker computer! Faster guy gets ded. |
Comments
Pages: (0)
2009-04-07
Race pointers:
Don't try to force the player along with launchpads. Let the player do something on his own.
Be stylish. Try to make the tiles look really good, all the while managing to help and support the flow.
Don't use a ton of enemies. Try to convey a sense of danger using as few enemies as you can.
Be inventive. Try to create flow in ways that don't involve just a whole lot of boring loops.
Try to use up as much space as you can, without making it too long and boring.
Don't make the player run through the same part over and over again. Use only brief intersections with previous parts.
Try to make multiple paths. Multiple paths are useful if you want it to be a challenge to agd.
The best curves are not made using 1 or 4 tiles. The best curves are made by having a 5 tile, then a 7 tile to start the slope, and then a 1, then a 6, and then another 5, and vice-versa for the top slope.
Try to make it so that if the player slows down too much, or mistimes a jump, he gets killed by an enemy.
Just like in an action map, don't spam objects.
Make it difficult, but not so difficult that its frustrating.
Try looking at other peoples races, and try to get inspiration from them. Specifically, you should try looking at Riobe. He's pretty darn awesome at making races.
Be stylish. Try to make the tiles look really good, all the while managing to help and support the flow.
Don't use a ton of enemies. Try to convey a sense of danger using as few enemies as you can.
Be inventive. Try to create flow in ways that don't involve just a whole lot of boring loops.
Try to use up as much space as you can, without making it too long and boring.
Don't make the player run through the same part over and over again. Use only brief intersections with previous parts.
Try to make multiple paths. Multiple paths are useful if you want it to be a challenge to agd.
The best curves are not made using 1 or 4 tiles. The best curves are made by having a 5 tile, then a 7 tile to start the slope, and then a 1, then a 6, and then another 5, and vice-versa for the top slope.
Try to make it so that if the player slows down too much, or mistimes a jump, he gets killed by an enemy.
Just like in an action map, don't spam objects.
Make it difficult, but not so difficult that its frustrating.
Try looking at other peoples races, and try to get inspiration from them. Specifically, you should try looking at Riobe. He's pretty darn awesome at making races.
2009-03-30
Hey, MattMaster.
Jsyk, I'm timby's new account.
2009-03-26
2.
It's just soo tacky. And the mines under gold was an awful idea. Too many damn enemies as well - and it was just controlled by launchpads which decreased the flow.
2009-03-26
pretty nice
...3/5
2009-03-26
Btw, I made a new nreality map recently.
Slide Track by timby [nmaps.net]
2009-03-26
Pretty good.
I like how you did the launchpads. 4
2009-03-26
DED PLEASE
Demo Data |
---|
and I like your style in which you make them, but I'd be nice to let the player do something instead of having the launchpads do all the work. It felt a lot like a DDA to me.
3.5/5 anyways(I like where you are going with your races.
3.5/5 anyways(I like where you are going with your races.
garfield50
it's okay