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What 'Elements' -make a great level? |
Posted by: thinker - 21-Feb-2012, 8:28 AM - Forum: General Discussion
- Replies (94)
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If you have a very difficult level designed: as you probably know, the player probably has to start over and over again. It would be a good idea to NOT have to go through a boring phase of the level over and over again. Or, It doesn't take too long to get to a difficult area. You don't have a difficult puzzling situation at the very end where the player has to go throught the whole level -just to get to the problem again- especially, if most of the level is boring!, tedious, or one of the kind where the player has to guess at the right path, almost at every turn or junction, etc. Ian Wilson (thinker)
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Lynx ChipWiki? |
Posted by: Hornlitz - 18-Feb-2012, 4:15 PM - Forum: General Discussion
- Replies (22)
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I talked a tiny bit about it in the NG, though no one has appeared to have noticed, so I'll ask here:
Should I start a Lynx ChipWiki for the (duh) Lynx solutions of levels and maybe glitches too? I would allow others to submit solutions as well if they wanted, and I would also allow Miika to help with this and upload some of his solutions.
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DanielB-Lynx |
Posted by: Bowman - 17-Feb-2012, 2:21 PM - Forum: Level Discussion
- Replies (4)
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Quote:I did change Daniel Bouwmeester's sets to make all the levels Lynx-compatible with his permission...
I playtested every level in DanielB-Lynx in Lynx mode and there are some impossible ones. Just wanted to let Tyler know in case he wanted to fix some of these.
Lvl 77, WATERLOGGED - Impossible simply because a block can't be pushed over a hint tile.
Lvl 79, IN THE LINE OF FIRE - Impossible to get past the middle room with fireballs coming from every direction.
Lvl 82, GLOBETROTTER - Impossble to boost backwards on a force floor. Actually, this level is really interesting and I thought there still might be a way to get around this but there isn't. I'm most interested in if this level can be fixed because it would be cool to solve.
Lvl 93, PICTURE PERFECT - This is the only one I really not sure about. If it's possible in MS, it's probably possible in Lynx, but I got frustrated with it and am unwilling to test it any further. I just hated it so much I had to stop playing it.
Lvl 94, BRICKLAYER - This level really confuses me. It's impossible in Lynx because you can't push a block onto an exit which, looking at the map, is what you have to do. However, I only got to the end by block slapping two blocks off the fire and I don't know how to reach the end in MS. So, impossible in both rulesets?
Lvl 99, PRIMAL INSTINCT - I don't see any way this level is possible. Once you get all the chips and go through the teleport pass the socket, there isn't any way to switch the tanks and you're stuck.
ALL of the other levels are possble in Lynx. The only other one I didn't beat is Lvl 96 - MINEFIELD because it is just impossibly hard. I didn't realize when I finally got through the minefield that you have to go through it four more times. I'm sure it's possible though.
I have some other notes about two levels that I really like in this set. Lvl 87, CLUBHOUSE - I'm kind of being nitpicky here but Tyler moved the hint when I told him it made the level impossible in Lynx, but originally the hint was placed where it was because it was farther into the level. It says, "Okay, you've come this far..." The hint is now placed at the beginning which kind of renders it pointless. I think it would fit the spirit of the original level more if it were placed some like say, 19, 6. The only other thing I wanted to say was that lvl 90, BLOCKAGE desperately needs more time. I think this level would be perfect for CCLP1 and there are a lot of levels from this set that I would vote for.
~Bowman
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Name that Design Element |
Posted by: M11k4 - 16-Feb-2012, 1:16 AM - Forum: General Discussion
- Replies (27)
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Much like the "Name that Strategy"-thread, let's describe and give names to some smaller design elements that usually can be used in different ways. So these aren't puzzle types exactly, but more like tools to create puzzles. For example, the ones already mentioned were
"trap door" - if you pick up too many items, this type of construction will deny access to some area
"partial posting" - a teleport needs to be blocked to access some other teleport
"blocks open traps" - often used in sokoban puzzles, requiring you to place blocks on trap buttons
There many more, so dig deep and keep adding to the list! Maybe at some point we can start listing levels that use these different tools too.
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