by Shin Rekkoha
created Sep 15, 2014
471 views | 862 downloads

/ 36 votes

/ 9 votes

map notes
There's really not much to say about this one.  An idea based on a mechanic that can only be executed in a narrow handful of ways, with only a select few props even being viable.  The constraints it puts on both level design AND background art are quite tough to build around.  It's times like this, more than any, that I wish we could have dedicated color layers for Dust and Spikes separate from 19.  So many more artistic maps would be possible.

Is it fun to play?  Maybe, I think so.

Well it get high ratings?  Probably not.

Will it confuse people?  Most definitely.

Does any of this matter?  Nope.
edited Sep 18, 2014


said Sep 15, 2014
I get lag, too zoomed out. I swear I tell you this every time
Shin Rekkoha
said Sep 16, 2014
The cameras are 1200 the entire time.  Even more zoomed in than ruined, and the default camera nodes are 1080.  I honestly  think it might just be you, cus this has no emitters, extremely few layers, and very low prop total and prop density.  Lower than the average forest map for sure.  Plus this map is teeny tiny.
edited Sep 16, 2014
said Sep 16, 2014
*shrug* non zoomed out maps never lag, unless they have too many props
Probably not Towelie
said Sep 16, 2014
No lag for me. It's a pretty awesome look I have to say, I think this is how Superkid did his level "Platzhalter" but I'm not sure.
Shin Rekkoha
said Sep 16, 2014
I'm interested to see more maps using props like this, but I probably won't make another one
said Sep 16, 2014
I was under the impression that platzhalter used the fact that blocks are slightly different sizes to draw lines (by putting smaller tiles the same background color on layer 20 over the larger normal tiles), also why dust looks proper.  This map, were I to guess uses tiles the same shade as the background, and props on layer 20.  This also is probably why there is no background under the tiles themselves.
Shin Rekkoha
said Sep 16, 2014
That's how it looks to me.  I think you are correct.  I designed a map so layer 19 would be invisible, and I could use irregular props.  Many other maps still have a visible layer 19, but a clever layer 20 almost occluding it, and that's all tiles.
edited Sep 16, 2014
said Sep 18, 2014

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