The Melting Pot - A Public Collab: Map 13 Under Development

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Postby toasters » 2009.06.28 (17:07)

I don't want to sound like an asshole, but it seems like all you did BionicCyronic was to spam a bunch of items everywhere thoughtlessly. Maybe if you were to explain what you were trying to do we could work with you to find a good way to implement your ideas, but otherwise they're not good edits.

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Postby Yoshimo » 2009.06.29 (01:17)

The main idea was to flatten out the mines. Having them float everywhere made it look sloppy, at least with the current tiles. The beginning was to dull for my liking, and I AGD the previous version on my first try. Needed a bit more difficulty if you ask me.

Compromised.
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Postby sheganican » 2009.06.29 (01:33)


i like this quite a bit, despite the issues confronted while making it.
i like the current path and the gausses and bounceblocks are placed superbly.
needless to say, im satisfied with how this turned out.


and so it goes, and so it goes, and so will you soon i suppose.
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Postby OneSevenNine » 2009.06.29 (03:46)

Oh, damn. This is good. I can't think of anything pressing to add.
Ready for submission, or does somebody still want to make a few changes?
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Postby Yoshimo » 2009.06.29 (05:10)




To much gauss. Fixed wothout ruining.
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Postby sheganican » 2009.06.29 (18:48)

I really dont like any of your edits.

What do you mean "to much gauss"? Do you mean its to difficult?

The gausses add a challenge to it, but theres enough room to maneuver and the trapdoors slow them down.

I dont understand your edits. I think you made it too easy, too ugly, and too inconsistent. Why drones? They ruin the flow, i think.

I dont like the idea of introducing drones into this. it messes with the gauss theme.

What i think should be the finished map:

AGD:


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Postby toasters » 2009.06.29 (19:29)

I actually kind of agree with ByronicCyronic. Too many gausses, and the action ends up being the same everywhere. I liked the laser, what happened to that? Also, what are the point of the trap doors? They just seem a little too gimmicky.

How about this for a suitable compromise:



It has the gauss action eganic likes, a chaser drone for ByronicCyronic, the rocket action on the left I like, the laser for flair and everything else is basically the same.
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Postby sheganican » 2009.06.29 (20:04)

i think you changed more than you think you changed.



i guess i dont mind the laser so much, but i really hate the zap drone.


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Postby heatwave » 2009.06.29 (22:59)

I like the most recent version. Finished, imho. (Minor tweaks aside)
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Postby toasters » 2009.06.30 (00:58)

Tweaked some mines. Also, I moved the trap door switches, so the player has to do a little work to make use of them. You can put them back to where they were if you want to.

Map:


Demo:
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Postby Yoshimo » 2009.06.30 (01:37)



I think the launchpad adds flow. What do you think?
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Postby sheganican » 2009.06.30 (01:58)

it also glitches up the exit and looks ugly.

dont like the door either.


is this good? please?

also, if this is submitted by onesevennine, can i submit another version of this map from earlier with disabled rates? i could post a link to the final one and see which the community prefers.


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Postby Yoshimo » 2009.06.30 (02:56)

shenanigan wrote:it also glitches up the exit and looks ugly.

dont like the door either.


is this good? please?

also, if this is submitted by onesevennine, can i submit another version of this map from earlier with disabled rates? i could post a link to the final one and see which the community prefers.
... You just reverted it. No changes at all.

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Postby sheganican » 2009.06.30 (03:06)

i just re-posted toasters last version because i didnt like yours.


look ^ one map ^ is everyone ok with it?


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Postby Yoshimo » 2009.06.30 (03:23)

You should only notice one small differnece with mine. Did you even look at them together? Mine seems a bit more streamline, just because I moved a mine 1/4 of a tile right.
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Postby sheganican » 2009.06.30 (03:34)

i noticed that. i thought it'd look better if the mine was in the center of the grid square.

it really doesnt make all that much though.


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Postby OneSevenNine » 2009.07.01 (15:36)

moved the laser, smoothed up the tiles on the top so they don't look out of place, and added some gold in the top right (which looked too empty anyway) to make an AGD harder.



Anyone else?
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Postby sheganican » 2009.07.01 (16:38)

i like the gold, but i also liked how the tiles looked. the whole tileset seems to be a bunch of jumbled pieces, which i think is cool.

i tried to make the tiles both blocky and smooth here:


why'd you move the laser? i like being able to squeeze through like this:


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Postby OneSevenNine » 2009.07.01 (16:54)

I moved the laser because when you come into the laser room from the gauss room on its right the laser fires right up that passageway, and then up the passage way to its left, which frustrated me a little. But since I now see I wasn't using the intended route I guess it doesn't matter.
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Postby sheganican » 2009.07.03 (18:41)

I think it can be submitted. unless someone wants to do something.


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Postby OneSevenNine » 2009.07.03 (19:24)

I'ma be away for the next few days sans internet (I expect) so I'll just submit it now.
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Postby numa_ninja » 2009.07.05 (03:31)

I'd really like to see this map go somewhere. I started it a while ago and ran out of steam.

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Postby Yoshimo » 2009.07.05 (19:18)

numa_ninja wrote:I'd really like to see this map go somewhere. I started it a while ago and ran out of steam.



Will get on to collabing the map in a bit.

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I'm sorry. I reworked the entire thing. I know you hate it, but I couldn't bring myself to stop. Again, sorry.
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Postby heatwave » 2009.07.07 (15:41)

It's not terrible. you just overdid the mines a little.
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Postby numa_ninja » 2009.07.09 (01:20)

Well, I quite like the tiles as they kind of make scary shapes and such. So, I re-did the map, taking into account some of heatwave's edits but while still keeping (mostly) the same tiles. Oh, and that jump over the shark is possible without the trapdoors.

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