Search found 47 matches
- Thu Dec 06, 2007 6:09 pm
- Forum: Level Design
- Topic: When less is more - placement over quantity
- Replies: 37
- Views: 19781
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 ...
- Thu Dec 06, 2007 5:30 pm
- Forum: Level Design
- Topic: When less is more - placement over quantity
- Replies: 37
- Views: 19781
- Thu Dec 06, 2007 4:56 pm
- Forum: Level Design
- Topic: When less is more - placement over quantity
- Replies: 37
- Views: 19781
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...
- 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: 29715
- Wed Dec 05, 2007 7:16 pm
- Forum: Level Design
- Topic: When less is more - placement over quantity
- Replies: 37
- Views: 19781
- Wed Dec 05, 2007 6:12 pm
- Forum: Level Design
- Topic: When less is more - placement over quantity
- Replies: 37
- Views: 19781
- Wed Dec 05, 2007 6:09 pm
- Forum: Level Design
- Topic: When less is more - placement over quantity
- Replies: 37
- Views: 19781
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 ...
- Wed Dec 05, 2007 6:01 pm
- Forum: Level Design
- Topic: When less is more - placement over quantity
- Replies: 37
- Views: 19781
- Wed Dec 05, 2007 4:58 pm
- Forum: Level Design
- Topic: When less is more - placement over quantity
- Replies: 37
- Views: 19781
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...
- 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: 5557
- Tue Dec 04, 2007 12:06 pm
- Forum: News
- Topic: Weapon preview
- Replies: 18
- Views: 17099
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...
- 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...
- 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...
- Fri Nov 30, 2007 11:14 pm
- Forum: Suggestions and Feedback
- Topic: New Level Option?
- Replies: 9
- Views: 2092
- Fri Nov 30, 2007 6:55 pm
- Forum: Level Design
- Topic: Did I miss the memo?
- Replies: 6
- Views: 3188