![]() ![]() It's okay to have walljumping shortcuts, but for fuck's sake, don't make it impossible for those who can't walljump. Have a clear theme rather than just throwing a ton of shit together haphazardly. Good work.įor those of you allergic to words, here's a condensed summary of the most important things he said: I was going to write a guide exactly like this. ** Additions: ** Leeb's 1338hax made a pretty good post for some other ideas Well, those were my philosophies, I am willing to hear what you guys think and your opinions. Note: don't add different color grounds to make things look better. Although it may not affect the game play, to have a successful map, it should look professional. example Having randomized sized planks and overlapping connections looks bad and isn't appealing. The ground's sizes are consistent throughout the map and any connection is flush. Most of the original transformice maps look like they were designed by someone that knows what they are doing. Please make basic levels for shamans to take advantage of. In fact, it makes it more creative and exciting for the players. Note that in the original maps, most levels are shaman dependent, without them you will die or run out of time. I don't know why I am seeing mostly shaman-less levels. This game wouldn't be anything without shamans. However, put the two together, and create a level where noobs can maneuver and jump at a slower/safer rate than the pro and still succeed, shows a good map. And example of a noob's extreme is a flat level by just pushing forward to win. An example of the Pro's extreme is having a map that strictly for wall jumpers and if you mess up, you fall to your death. Without balance, the map will be boring or useless. By having balance of both an easy map and a map that pros can exploit shows a good transformice map. Pros are given an advantage by wall jumping to key locations or timing things perfectly example. ![]() ![]() However, what separates a good map from a bad map is how the pros are able to take advantage of these maps. This is why we all continued to play the game, instead of giving up after the first map. There are a few tricky ones, but overall, any starter shouldn't have trouble completing them. Most of the original transformice maps are not difficult. In essence, putting a rotating plank next to a anvil snake while everything is jumping on trampolines on ice, is not simple. Adding different color grounds, is a form of adding more obstacles. All these maps have one main obstacle (reoccurring or not). I think we can agree they are straight forward. If we look at the original maps you will notice they are not complicated. Transformice is based off of simple maps. I am open for discussion and criticism, but hear me out for the following: I am writing this to see what attributes makes up a perfect transformice map. Great maps are getting low ratings, while crummy maps are getting high ratings. I am creating this reddit page because I am shocked at some of the ratings these maps are getting. ![]()
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