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kingofthespill wrote:Furthermore I created a level for people to talk about. This shows what I consider plenty of barriers for a contest level: http://www.hevanet.com/bens/isthistohardornot.lvl
Do you like this, or is it too hard, too much, too much help, too easy, or not as enjoyable as some other challenge?
kingofthespill wrote:Contest Level GuidelinesRemember that a contest level meant for lots of people to enjoy.
Use the game as is, and resist the urge to enforce additional rules.
Avoid designs that could result in the starting and ending areas effect each other.
Even if you don't like destruction, remember it IS part of the game and plenty of people like it. Create a void or nearly void level to avoid destruction.
Remember that barriers that add challenge also kill the flow. With rubber barriers consider using "dashed lines" if people might build off it, or offer nearby anchor points that are disconnected from spans of connected rubber.
Try to support alternate solutions. Ideally you do not want to know the cheapest solution in advance.
Avoid getting too tricky.
kingofthespill wrote:No flow - exactly, that's what barriers do. I think folks prefer something that has more flow, right? Anyone else?
kingofthespill wrote:DRAFT-
Contest Level GuidelinesRemember that a contest level meant for lots of people to enjoy.
Use the game as is, and resist the urge to enforce additional rules.
Avoid designs that could result in the starting and ending areas effect each other.
Even if you don't like destruction, remember it IS part of the game and plenty of people like it. Create a void or nearly void level to avoid destruction.
Remember that barriers that add challenge also kill the flow. With rubber barriers consider using "dashed lines" if people might build off it, or offer nearby anchor points that are disconnected from spans of connected rubber.
Try to support alternate solutions. Ideally you do not want to know the cheapest solution in advance.
Avoid getting too tricky.
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