Cave Race Car EVAC
Author | aerodynamic |
---|---|
Tags | author:aerodynamic fun medium playable race unrated |
Created | 2009-06-22 |
Last Modified | 2009-06-22 |
Rating | 4 more votes required for a rating. |
Map Data | |
Description | Okay, this one is actually a race. It's not really that hard, but it's fun, and I think quite smooth. The hardest bit and the only confusing part on where to go perhaps is when you go upwards between two walls. Just follow the path of gold and get the gold on the very top above the gauss target which will unlock another path straight down. I have a demo, too. Enjoy! |
Comments
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2009-06-23
i was surprised by the flow in this...
it was actually pretty smooth. though i completely agree with chironex about having more than one 1 tile to jump off.
Also the looks need a load of work, and the number of doors was sorta annoying...it just makes loading time that tad longer.
otherwise nice for an early race 3
Also the looks need a load of work, and the number of doors was sorta annoying...it just makes loading time that tad longer.
otherwise nice for an early race 3
2009-06-23
Alright then
In many areas in this level, you have the player rebound off of a vertical wall with a height of one. There are two ways you can go about dealing with vertical walls of height one: 1. You can run up to it and bounce off of it (as you do in your demo), and, slightly harder, 2. You can bounce at it and then bounce off of it. Since #2 is faster, many racers use it instead, but there is an area in this race where #2 can lead to a flow glitch. But, since vertical walls of height 2 in loops tend to be difficult to jump off of while still maintaining speed, IMO they hinder the flow, and I avoid them. There are also other flow problems here and there, but for the most part, the flow is pretty good. Play more races, and you'll pick up better flow-making techniques.
Enemy placement in this race is pretty crappy. First of all, lined up thwumps like you have is a no-no if you don't want your race to look newbish. Also, many enemies in this race seem to serve little or no function, and some kill me when I evidently don't deserve it. These kinds of things should be eliminated. Generally, enemies/mines in races serve three purposes: To kill the player if s/he messes up the flow or goes too slow, to force the player to do something, to make "close calls" which look cool upon execution, and sometimes for aesthetics. Otherwise, they probably aren't necessary.
Lastly, coin placement. In my opinion, so long as the coins are made to be aesthetically pleasing, there's nothing to worry about, and although different people have different opinions about what exactly IS aesthetically pleasing, I'd say many would agree that the string of coins on the left side of the level is not that nice-looking at all, especially since such strings do not occur anywhere else in the level, where they would aesthetically "balance it out". It's usually sufficient to make the coins homogeneous throughout the level.
All in all, bad coin and enemy placement makes the level look quite newbish, which is a turnoff and discourages people from playing the level. However, the flow really isn't that bad, although it IS quite unoriginal as well as someone finicky due to the vertical walls with heights of one which appear so often in the loops. 3/5
Enemy placement in this race is pretty crappy. First of all, lined up thwumps like you have is a no-no if you don't want your race to look newbish. Also, many enemies in this race seem to serve little or no function, and some kill me when I evidently don't deserve it. These kinds of things should be eliminated. Generally, enemies/mines in races serve three purposes: To kill the player if s/he messes up the flow or goes too slow, to force the player to do something, to make "close calls" which look cool upon execution, and sometimes for aesthetics. Otherwise, they probably aren't necessary.
Lastly, coin placement. In my opinion, so long as the coins are made to be aesthetically pleasing, there's nothing to worry about, and although different people have different opinions about what exactly IS aesthetically pleasing, I'd say many would agree that the string of coins on the left side of the level is not that nice-looking at all, especially since such strings do not occur anywhere else in the level, where they would aesthetically "balance it out". It's usually sufficient to make the coins homogeneous throughout the level.
All in all, bad coin and enemy placement makes the level look quite newbish, which is a turnoff and discourages people from playing the level. However, the flow really isn't that bad, although it IS quite unoriginal as well as someone finicky due to the vertical walls with heights of one which appear so often in the loops. 3/5
chironex
Yeah