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» Level data, fully explained.
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Collaborative Refinement

+2
BtoasterBoy
Spackal
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Collaborative Refinement Empty Collaborative Refinement

Post by Spackal Fri Feb 26, 2016 3:30 pm

I feel like it could be valuable for some people(including myself) to have a thread where you can post unfinished maps or finished but unpublished maps and have others critique and make suggestions, just to better everyone's general skill at mapping.

To start, I'd like to post two unpubbed maps of mine, please let me know what you think :J
Monument Valley
Alternative Selection:

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Collaborative Refinement Empty Spackal makes some good levels

Post by BtoasterBoy Fri Feb 26, 2016 11:46 pm

I think a few people have tried threads like this before, but they don't usually seem to work out. I would also really like to see something like this work though, so I will participate.

Monument Valley:
https://imgur.com/xe5bEfD
I tend to find gold that is impossible to reach annoying (like in the red box), and I think that the gold just to the right of the red box is too close to the wall there, and looks kind of weird. Perhaps move it over 1/4 tile? Also, I think the aesthetic of a line of doors (like in the blue box) doesn't really work with this level.
Aside from that, this level is good. I like the look of it (except for those doors), and the gold is interesting to get. The jump-pads are used well. The curves are cool. Good level overall.

Alternative Selection:
You only need to get one of the switches. I don't know if this was intentional or not, but I thought I should mention it just in case it was not. I know a lot of mappers get worried when their maps don't work the way they want.
I really like this one though. The aesthetic is great. The jumps are fun. The sniper is just problematic enough to make me think about where I'm going. Very very good level, spackal. :D


I also started making a level the other day.
Level 128
I wanted something pretty simple, so I think I'm happy with the gameplay, but I'm feeling kind of lost on the aesthetic, so I would appreciate any advice.
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Post by Guest Sun Feb 28, 2016 6:21 am

Cool idea toaster, difficulty is nice. Maybe try moving the edges in? A layer of two full blocks on all sides could change it significant, from the playing around I did in editor. (http://paste.droni.es/c66a6997b1a60457b8f16ade)

Spackal:
monument valley:
really cool. some of the gold is quite flow-breaking, but it's not that bad, and i couldn't find or think of a way to fix it without breaking the aesthetic. Some really nice gamplay in there

Alternative selection:
really, just the same thing about the gold. Some is very time-consuming and flow-breaking to get.
Really cool aesthetics though, as always.

Guest
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Post by BtoasterBoy Sun Feb 28, 2016 9:19 pm

Thanks for the idea shom. I edited what you suggested a little bit and posted it.
Find it by searching 128BTBLL
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Post by Nimit Mon Feb 29, 2016 11:00 am

Spackal wrote:I feel like it could be valuable for some people(including myself) to have a thread where you can post unfinished maps or finished but unpublished maps and have others critique and make suggestions, just to better everyone's general skill at mapping.

I think this a great idea, especially for people like me who are not experts at map-making and could really use tips and suggestions. I look forward to seeing something done on this matter.
Nimit
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Post by Spackal Mon Feb 29, 2016 3:43 pm

Thanks for the feedback, the reasoning for the gold on Monument Valley being impossible to get is entirely aesthetic, just to continue the lines of gold. As for the doors, I'm sure I can change that somehow; I'll make it work.

The ability to only open one door and still win on Alternative Selection was at first a problem, but something I've chosen to keep intentionally, allowing more skilled ninjas to only need one door to get. Allows for more creative running. As for the gold, that was mostly placed there because I didn't know where else to put it...

I really hope that this can continue to be used, I feel like this could be an excellent tool for mapmakers. :-)

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Post by Guest Mon Feb 29, 2016 9:24 pm

Ok, so I have a map.
Toaster has helped me some, but I've changed it significantly since then.

http://paste.droni.es/1341745831b5bafdabc8ac88

All help appreciated.

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Post by BtoasterBoy Mon Feb 29, 2016 10:27 pm

For the most part, I think this is a solid level. It has very THUNDER-like aesthetics, but the focus seems to be more on the gameplay, so that might not matter as much. Like I mentioned to you when we were talking before, I think that first jump is really hard, and because the rest of the map is also somewhat difficult, the first jump quickly becomes annoying. I think that it would help if you get rid of the top mine on that first slope, like this:
http://paste.droni.es/9d0d55acaed0947dd17f7179
Other people might think that would make it too easy though, so I'm interested to hear what others say.
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Post by Guest Tue Mar 01, 2016 12:56 am

Thanks toast.
I removed that mine, and I've changed the aesthetics.

http://paste.droni.es/283cdd63bbc5565c1cfcddf0
I don't know if the drones are a good thing to have on the way back. Maybe I should make them move?

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Post by Nimit Tue Mar 01, 2016 5:31 am

www.thewayoftheninja.org/nv2.html?l=215572

Any suggestions for this map ? Difficulty level, door placement etc ?
Nimit
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Post by Guest Tue Mar 01, 2016 8:09 am

The rocket area, where the switch is, is quite difficult, but since you do it first it's maybe not so bad.

Down in the chamber, second from left, the hidden mine in the block was annoying, when i didnt notice it

Also, that switch up the top left is misleading.

Otherwise, I like it. I like the two very different sections, and there are some nice tricky areas.

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Post by Nimit Tue Mar 01, 2016 1:42 pm

shomman wrote:The rocket area, where the switch is, is quite difficult, but since you do it first it's maybe not so bad.

Down in the chamber, second from left, the hidden mine in the block was annoying, when i didnt notice it

Also, that switch up the top left is misleading.

Otherwise, I like it. I like the two very different sections, and there are some nice tricky areas.

Thanks shom for tips.
I think I'll make no change to the start chamber (the drone and thwump there need to be deleted). I'll delete the hidden mine because that'd make that chamber a bit easy. As for the top switch, that was for something I was experimenting (with the map code) not included in the map. Also I'm gonna remove the blue edge on the bigger stars, since the thwumps inside the stars tend to move from their place and it doesnt look good. Other then that, I might add a small star or maybe not.

Again, thanks for suggestions.
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Post by Spackal Tue Mar 01, 2016 3:30 pm

Loving the concept of different sections with different tiles and entities.

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Post by Nimit Tue Mar 01, 2016 6:47 pm

Spackal wrote:Loving the concept of different sections with different tiles and entities.
Thank you spackal. Glad you liked it :)
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Post by Nimit Tue Mar 01, 2016 8:26 pm

Alright, posted the level with appropriate changes. (32) - A rough night
www.thewayoftheninja.org/nv2.html?l=215572
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Post by Spackal Tue Mar 01, 2016 8:31 pm

That beginning rocket is a real bear to get past, but I will do it...

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Post by Nimit Tue Mar 01, 2016 8:58 pm

Spackal wrote:That beginning rocket is a real bear to get past, but I will do it...
Collaborative Refinement Route10
Many people have found it hard, hope that helps. If not check out my run.
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Post by Spackal Tue Mar 01, 2016 9:27 pm

I know how to get past, it's just difficult to pull off efficiently. ;)

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Post by Spackal Wed Mar 02, 2016 8:56 pm

Untitled

Accepting criticism and names

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Post by BtoasterBoy Thu Mar 03, 2016 2:01 am

That's a really good map, Spackal. I think it's really hard to get back up once you get the door switch, but I like the difficulty. It's hard, but it's reasonable. Also, I always appreciate good use of the chaingun drone. It always seems really hard to use well.

I can't help much on a name, I've never been good at those :P
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Post by Spackal Mon Mar 07, 2016 4:18 pm

Ribbons
Thoughts?

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Post by Nimit Mon Mar 07, 2016 5:03 pm

I like your tileset (as always :D). There are a few places where mines are really a pain. The map seems challenging (atleast to me), took me quite a few tries to complete. Personally I found it hard to grab the switches on top. Overall I think the map is great. Keep it up!  :DD
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Post by Spackal Wed Mar 09, 2016 10:40 pm

Memorial Fragments
Criticisms and comments, plez.

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Post by Guest Wed Mar 09, 2016 11:45 pm

Wow. That is an amazing map. Really cool tiles and really cool idea. Great change of the key speedrun idea.
Only complaint is the 3 keys next to each other near the bottom. Thats a bit repetitive. also, the one-way sticks out and breaks the flow on that tile.
Otherwise, amazing. 10/10

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Post by AiR Sat Mar 19, 2016 7:04 am

coolness 8)
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