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Posted by Globzilla:
it's ORDER of levels.
The order of levels? That doesn't matter at all. Its the noding that assigns levels to their locations. You can have Xichra's Lair be level #1 and still appear at the end of the game. That would be a stupid confusing waste of time granted, but you could do it. As far as size, the Ambrosia levels contain a wide variety, you don't need to get it exactly right, just as long as the level you copy is larger than the one you wish to make. Most of Dr Tall Land's levels don't fill the whole level because of this but I don't think a few extra lines of zeros hurt anybody.
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Posted by lizwiz:
Nodes are quite easy when you get the hang of them.
And yes, lizwiz (who Malcom just informed me does not stand for Lizard Wizard LOL), nodes are fairly simple but most people are not willing to sit down and try to understand them...sigh....
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Posted by Ice:
< snip>
I would also be forced to agree with Ice, I do not see how someone who cannot create his or her own level could produce a quality world. Learning MASCOT is just trial and error. You can be given knowledge, but not understanding. Understanding only comes with experimentation.
And finally:
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Posted by Globzilla:
I therefore propose that nobody can order a level set if they have (not) made one COMPLETELY on their own.
I stuck that "not" in there becuase I think thats what you meant to put. In response, I don't think someone would need to order one if they could make one on their own....and if you didn't mean a "not" there, the same thing applies. You have a nice idea with this ordering thing but I don't think its really necessary or pratical.
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Dr. Tall says: Taller is Better
(url="http://"http://drtalll.tripod.com")Dr Tall Land(/url)
(This message has been edited by Dr Tall (edited 11-11-2001).)