Search found 47 matches

by trickstapriest
Thu Dec 06, 2007 6:09 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19799

No problem... I'm trying to dig out Mouzi's, but I can't seem to locate it. I'm playing with a pair of designs, but one of them will probably involve anywhere from four to six rotators for a horizontal slide... even if they use two, plus the one rotating, I may just write it part of it off as using ...
by trickstapriest
Thu Dec 06, 2007 5:30 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19799

Yeah... I can see how that would work. I'm more going for a minimalist style here (as per the level design), and I guess a slowing down wouldn't (in theory) kill my idea any. It might even be more visually stimulating.

But, how is it accomplished? I imagine it's two rotators, but...
by trickstapriest
Thu Dec 06, 2007 4:56 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19799

Mouzi... I loathe your contest level on general principle! Not really. I have something resembling a good idea for a level, but it may involve lots of invisible parts because it might need a number (4+) horizontally moving pieces. I'm just wondering how you accomplish them; I've tried a few times bu...
by trickstapriest
Thu Dec 06, 2007 12:15 pm
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 29737

Hmm... I'm in the middle of my exams, but I'll see what I can toss together. There are some definite possibilities...
by trickstapriest
Wed Dec 05, 2007 7:16 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19799

Also, if you are really interested in how to make things move in some not-so-average ways, let me know and I will see what I can do to help you. I started a mini-series on these boards called "Pusking the Limits:: Abstract ZF concepts and techniques." I will be adding more to it as I have...
by trickstapriest
Wed Dec 05, 2007 6:12 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19799

right. a rotating satellite'd have been a pain in the ass. particularly for me, because I'm lazy and use auto-aim. It's really bad when you are trying to shoot at some things if you are being rocket-swarmed or the object is far away, but I value being able to shoot at an angle even more.
by trickstapriest
Wed Dec 05, 2007 6:09 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19799

yep. I like. For what it does to the players, it's a real treat to try. I want to see if I can get some tricks going with rotations and fanning down... it's just be being excessive with objects, but again I really like to pull off some movement/rotation tricks if I can get them working... it's just ...
by trickstapriest
Wed Dec 05, 2007 6:01 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19799

I'd have to hit you for that. Nah, not really. My problem is I want things to move, to dance, to spin about. To have the level do some interesting things kinetically... I liked Four Corners, but the lack of moving parts made my guts a little sadder. :/
by trickstapriest
Wed Dec 05, 2007 4:58 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19799

That was a fun and interesting level. I admit I have a bad habit of making far more than the engine should be able to handle with -any- mapmaking tool... I'll have to learn to zen out at some point. Currently working on a rather complex one indeed, but IF I can get it working it should be interestin...
by trickstapriest
Wed Dec 05, 2007 12:24 pm
Forum: Editor Help
Topic: How do u judge the angles when using the AI roatate control?
Replies: 8
Views: 5561

hm... I seem to have a problem with the AI panel as well. Half the time it won't open; I have to do a weird dance of opening the main game, going into the editor, opening my level, playing my level, then going back to the editor to get it to open...
by trickstapriest
Tue Dec 04, 2007 12:06 pm
Forum: News
Topic: Weapon preview
Replies: 18
Views: 17109

I think I agree; let's see how it is in game first. It's a nice 'close range sweeper' that's handy for keeping a player from clinging to close to a weapon or part of some kind. I was chewing on a suggestion of something like a rocket or shot that went out straight, then burst into four or eight smal...
by trickstapriest
Sun Dec 02, 2007 1:27 am
Forum: Level Design
Topic: Did I miss the memo?
Replies: 6
Views: 3188

aye, that makes sense... I'm just saying, at what framerate (since you can bring up that information) do people tend to prefer things to be at? I mean, what's reasonably playable for most? I know when it gets to me, but I haven't played this particular one long, and I'm lenient for such hings usuall...
by trickstapriest
Sat Dec 01, 2007 9:35 pm
Forum: Level Design
Topic: Did I miss the memo?
Replies: 6
Views: 3188

I've been generally distressed at some of my attempts and design tinkerings lately... I wanted to use some design ideas that would look visibly more engaging, but it seems to come at a high frame rate cost. About what frame rates do you generally all find desirable for a level? I can't help but noti...
by trickstapriest
Fri Nov 30, 2007 11:14 pm
Forum: Suggestions and Feedback
Topic: New Level Option?
Replies: 9
Views: 2092

right... the complete one does make the rest kinda irrelevant I suppose. I had the intention of letting one hide it later, but if you are going to use separate tags because of the date thing you can just have it check once. Hide probably isn't needed
by trickstapriest
Fri Nov 30, 2007 6:55 pm
Forum: Level Design
Topic: Did I miss the memo?
Replies: 6
Views: 3188

Eh. Everyone hits that phase once and a while. Like fanfiction.

The problem is the 'newbies' don't take it seriously most of the time, and have no desire/incentive to improve their mapmaking abilities...

Or, like me, they are just lazy. ;)