(yeah, that's it, just "Maze")
I authorised a new map recently (yeah, it's already been a few days, I know...), Maze, and I do have a few comments to do on it, towards whoever made it (he signed his map by the name "Dan"), in no order in particular.
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There is an issue with the big bugs, as Edwards very well explained in this topic, for the big bug scripts to work the sprite must be the first of the two, in your map they are the second of the two which means it alternates between it and... a shield (which happen to follow the second sprite in the sprite order)!
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A mysterious black square sometimes appears at the beginning. It's just a black sprite which is there who knows why in the background layer, which can sometimes appear above some background tiles at runtime. In the editor it's hidden behind background tiles, just move away the ones over it and remove that black intruder.
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Pickups don't have color for many of them, nor do they have the pickup pulse around them; for the first one you need to manually set the color, for the second you need to add an Extra2 between 1000 and 1200 (such a pickup pulse is expected around pickups).
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There are not enough background tiles around the zone where you pick up the blue color
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I triggered the red switch behing the door protecting the green gun, but the door didn't open.
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I went right through the door that protects the missiles (they have a weakness around their edges, put door fitting around them and some invisible walls if necessary).
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The colors are not the exact right colors! You have to use the yellow, red, blue, green and forest green that are in the sample level.
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Perhaps you should change the filename from the one of the template you started from...
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Save-Beam-thingies exist for a purpose, you know... The same goes for "Invisible wall", it's better to use that rather than normal walls placed in layer 10, as with these Invisible wall you can know at a glance in the editor which walls the player is supposed to see and which ones he isn't.
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You really should put an actual start point, even if the current behavior of starting from 0,0 works right now, Lars Gafvert once said "you should probably still set up a starting point so that you can control where the player starts better. (just check the sample levels)."
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You should definitely put a ReadMe along with the level. I don't mean to impose the same rules as Nova add-ons (and trust me, I'm a specialist of the matter), but it's better all around for everyone if your level comes with a ReadMe!
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And lastly, I don't think it's the best way to have secret passages. In fact I'm going to develop that over the remainder of the post.
So this level shows promise, but it's definitely not finished yet; in fact it cannot be completed to the best of my knowledge.
Back to secret passages - I've seen that in GSN's Race To The Finish as well, and I don't think it's a good way to do such a thing. A little context: FPSs overdid this back in the day (think of Doom and Duke Nukem 3D), with secret doors that look like ordinary wall that open if you "push" (i.e. use the normal door opening key) them. That was annoying when you had to bowse kilometers of walls and regularly "hmpf" them until you found the right one. It's even worse with SketchFighter, as probing the walls actually costs you (a little, admittedly) life!
Another game that gives a better approach, IMHO, is the original Legend of Zelda, in it doors could be open (or locked or keylocked, but that's another thing) or there could be a wall instead of a door, but sometimes these walls could be cracked open using a bomb. So I think a better method could have to have some walls be actually vulnerable to shots; perhaps only to missiles, but then you'd better give one hell of a hint there is something there as the missiles supply is too limited to probe walls with.
Another approach would be to have the wall disappear when you do something else, preferably far from it, like destroying an enemy or getting a pickup, though I'll have to investigate the technical feasibility of this. This way it's a bit of a secret that the door opens.
Back to LoZ, in the very advanced levels of this game (in the second quest, in fact) some of these walls couldn't be opened by bombs but could be crossed by going right through them! So I think you can have such fake walls, but that should only be done in the late parts of the level so as to still give the player a surprise when he already knows about the destructible walls, and only when the player has gotten the third ship, so that he does not lose life when probing walls for such secret walls. Of course these can not simply be fake walls as has been done already, as they are going to be spotted immediately when firing on them when looking for destructible walls, however you can do them in a clever way by setting the wall to be a child of another sprite (that you put just next to the wall, in front of it) which is set to be a pickup (solidity type 4). This way the wall is going to be solid against shots, but will magically disappear when you go next to it!
A related issue is that of the walls of the secret passage. It's not a good idea either to have them be just invisible walls (whichever way this is implemented) as has been done, as the player will end up hitting them repeatedly while looking for his way in this secret passage. So I think it would be better to have walls that are shown, even if only symbolic (say, like the lines in the somewhat secret passage with blobs in the Volcano). Now you may be thinking "Yeah, but if the player does see these secret walls of the secret passage, he will know there is something there!" Fear not, fellow mapmakers, for there are solutions! If you only have limited needs, you can simply put a few perfectly aligned background sprites in a layer >3 above the few walls that could be visible from the main part and you thus want to hide, and have these background sprites be children of the initial wall that the player destroys, this way they will disappear when discovering the secret passage. If you have many portions that could be seen from the main part of the map, this first way won't work as the hiding background tiles won't be shown when their parent (i.e. the initial door) isn't on screen, in this case set all secret walls to be fully transparent (alpha=0) and set them some Extra2 value, and give the same Extra2 value to the initial door, when the initial door disappears the Extra2 link will cause all these secret walls to turn opaque black, without any range limitation. The downside is that you have to assign an Extra2 value to the secret passage (and there are only 200 of them to begin with).
So that's it, I'm done with my ramblings about secret passages. Have fun sketchmapping!
This post has been edited by Zacha Pedro : 04 January 2007 - 08:40 AM