Search found 77 matches

by Geiss
Wed Dec 05, 2007 7:00 pm
Forum: Discussion
Topic: Missile dodging techniques - What do you do?
Replies: 15
Views: 13802

Missile dodging techniques - What do you do?

After making Four Corners I got to thinking about what the best way was to deal with missiles. Here were some that I could think of: - Motion along a straight line. When the missiles are fired, you go forwards along your direction of fire. Once they get close, you pull back really quick so that all ...
by Geiss
Wed Dec 05, 2007 6:35 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19651

I remember that Pushing the Limits thread, high quality stuff even if I didn't figure out how to duplicate it. I know you linked a level that showed what you were talking about but if you saved a simple example level like the one in your screenshots so people can see it move I think they would get a...
by Geiss
Wed Dec 05, 2007 6:15 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19651

Placing the switches in the corners was a neat idea because its harder to hit there because of how the aim works. Just one of a few ideas I used to lengthen gameplay. http://zetaflow.skylogic.ca/ZetaFlow.php?ID=2999 The rotation in this one is awesome but I cringe to think about how much work and ma...
by Geiss
Wed Dec 05, 2007 6:10 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19651

Moving parts are awesome but I had to leave the core alone if I wanted to park my missile launchers and switches in the corners. I coud have had a rotating satelite I suppose but I felt that would have been a bit much since you need all that room to round up the missiles for easier shooting or to li...
by Geiss
Wed Dec 05, 2007 6:06 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19651

It is a bit on the easy side but only if you have your missile dodging patterns down. I personally like circle strafing and zigzagging the best, though if I stay in part of the screen too long I sometimes forget about the 4 single shots and I end up getting nailed, lol. Four Corners challenges a pla...
by Geiss
Wed Dec 05, 2007 5:59 pm
Forum: Suggestions and Feedback
Topic: Twin Rapid Fire core Gun
Replies: 13
Views: 8175

Ya, I know what you mean. Its a matter of play testing to know how strong the core is going to be near the end. I just think some of them do it on purpose and it gets old if you know what I mean.
by Geiss
Wed Dec 05, 2007 5:55 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19651

I am fairly pleased with how this level turned out, Redsatori. I have always believed that less was more when placed properly so that there was proper coverage of the field of fire. I enjoy using the minimalistic approach.
by Geiss
Wed Dec 05, 2007 5:53 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19651

I'm still thinking about the right balance of lives but even with the switches Four Corners is a fairly short level.
by Geiss
Wed Dec 05, 2007 3:59 pm
Forum: Suggestions and Feedback
Topic: Twin Rapid Fire core Gun
Replies: 13
Views: 8175

Levels like that make the core uber tiney and then stick a trf on them stink. Perhaps the only defense is to rate the level with zeroes. :/
by Geiss
Wed Dec 05, 2007 3:57 pm
Forum: Suggestions and Feedback
Topic: About success rate
Replies: 2
Views: 1419

There has been discussing in one of the other threads that one of the requirements before saving is that the author must beat it at least once. This would solve the problem fairly adequately imo.
by Geiss
Wed Dec 05, 2007 3:48 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19651

When less is more - placement over quantity

I have found that the optimum number of missile launchers is a number between three and four. When placed apart, their effectiveness is much higher then if they were clumped together. Another concept to improve and lengthen gameplay while being minimalistic to reduce lag is to include puzzle aspects...
by Geiss
Tue Dec 04, 2007 9:19 pm
Forum: Editor Help
Topic: How do u judge the angles when using the AI roatate control?
Replies: 8
Views: 5516

Your level RocketFlower makes good use of the rotation ai, PageMaster, I gave it a five. Though there were two semi-sweet spots (which I think are fairly minor), I appreciated playing a well thought out level that didn't include lasers. :o The corners like the lower left hand one for example were fa...
by Geiss
Tue Dec 04, 2007 3:42 pm
Forum: News
Topic: Weapon preview
Replies: 18
Views: 17024

A projectile like a missile that latter exploded into a spread shot was something I had considered suggesting, either that or a missile that followed you while shooting single shots aka like a little fighter.
by Geiss
Mon Dec 03, 2007 9:12 pm
Forum: News
Topic: Weapon preview
Replies: 18
Views: 17024

Good point, but I thought that the player would have sufficient warning to vacate the area. Of course this weapon like the others can be abused in certain ways but they can always be marked down in the ratings. Spokes are an interesting idea but are too much like lasers imo. I kinda would like to se...
by Geiss
Sun Dec 02, 2007 8:59 pm
Forum: Suggestions and Feedback
Topic: New Level Option?
Replies: 9
Views: 2092

That would totally be an awesome filter.