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Building a super-hard non-insane level. |
Posted by: Lessinath - 13-Apr-2012, 3:51 AM - Forum: Under Construction
- Replies (6)
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I don't usually build extremely hard levels.
This time it's different. I am trying to build a level with the complexity of YCTaOFNT but a good bit harder.
The goal is to avoid randomness. Except in the walker room, god help your soul there.
In a nutshell, if it can't make pieguy rage, it's not hard enough.
Any tips?
Also, yes, it has a teeth guiding section. Two, actually, but one is as simple as "stand here and the teeth does the work for you".
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Anthropomorphism |
Posted by: geodave - 12-Apr-2012, 8:09 AM - Forum: General
- Replies (10)
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Today, while making breakfast, I was cutting up a banana, and one piece fell on the floor. I picked it up, went to put it in the garbage, and it fell on the floor AGAIN. After finally getting it into the trash, I said, "That piece of banana really WANTED to be on the floor."
Now, even if bananas had a will, this one was "very thoroughly killed" * and did not want to be anywhere -- I was using anthropomorphism to describe what happened -- I assigned a human trait to a nonhuman item. When did you do this lately?
* Nod to Douglas Adams
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