SURPRISE!!
Author | the_puzzler |
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Tags | author:the_puzzler hard unrated |
Created | 2009-10-05 |
Last Modified | 2009-10-05 |
Rating | 3 more votes required for a rating. |
Map Data | |
Description | It looks simple enough, but watch out for a few surprises!
Enjoy, the_puzzler |
Other maps by this author
Comments
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2009-10-08
a decent run completion
here is the problem with hidden objects. Players don't like it when they feel they have been killed unfairly.
If their running along doing well in a level and suddenly a thwump comes out of nowhere and kills them in a time they couldn't possibly react they feel cheated. This can be ok if its a single thwump where you quickly learn its there but not near the end of a really epic map where you've been playing for ages before being suddenly killed or if there is a map with loads of hidden thwumps constantly doing it to you as this is frustrating.
This principle can be applied to all types of hidden enemies. For instance its a standard nooby trap to put a trap-door closing the ninja in behind certain bits of gold see this map http://www.nmaps.net/175776 [nmaps.net]. This is irritating because the player had no way of knowing they were there so regardless of his skill level he will always fail a few times due to this. Its a type of challenge based purely on luck and trial and error which people don't like. However in a map like this http://www.nmaps.net/182670 [nmaps.net] the door-keys are hidden behind horizontal one-ways consistently meaning it only takes one attempt to work out they are there and from then on this hidden feature adds as an interesting mechanic to the game-play without requiring trial and error or luck. You see the difference between using it well and using it badly.
Generally when people use it they use it badly because anyone can hide objects but making it so there is some level of intuitive design to the way in which they are hidden is hard. I've seen very few levels which do it well and when they do its all about consistency or only single hidden object placement and the indicators which make it possible to quickly adapt to its presence.
Hope that helps.
If their running along doing well in a level and suddenly a thwump comes out of nowhere and kills them in a time they couldn't possibly react they feel cheated. This can be ok if its a single thwump where you quickly learn its there but not near the end of a really epic map where you've been playing for ages before being suddenly killed or if there is a map with loads of hidden thwumps constantly doing it to you as this is frustrating.
This principle can be applied to all types of hidden enemies. For instance its a standard nooby trap to put a trap-door closing the ninja in behind certain bits of gold see this map http://www.nmaps.net/175776 [nmaps.net]. This is irritating because the player had no way of knowing they were there so regardless of his skill level he will always fail a few times due to this. Its a type of challenge based purely on luck and trial and error which people don't like. However in a map like this http://www.nmaps.net/182670 [nmaps.net] the door-keys are hidden behind horizontal one-ways consistently meaning it only takes one attempt to work out they are there and from then on this hidden feature adds as an interesting mechanic to the game-play without requiring trial and error or luck. You see the difference between using it well and using it badly.
Generally when people use it they use it badly because anyone can hide objects but making it so there is some level of intuitive design to the way in which they are hidden is hard. I've seen very few levels which do it well and when they do its all about consistency or only single hidden object placement and the indicators which make it possible to quickly adapt to its presence.
Hope that helps.
Demo Data |
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2009-10-05
Hidden enemies....
Are not good! D:
chume14
Thats ok I like to help when I have the time