It's not a tutorial level. A tutorial level would actually try to teach you things.Why do we need a pitifully short and easy tutorial level when we've already played GFZ1 countless times by now?
It's not a tutorial level. A tutorial level would actually try to teach you things.Why do we need a pitifully short and easy tutorial level when we've already played GFZ1 countless times by now?
How do you know that it is easy for everyone else, what if a new player to srb2 plays this and they aren't as experienced as "you" are?You should know as well as I do that we don't need to start a level pack with zero difficulty when we've already mastered the controls. We've experienced short and unsatisfying level design with GFZ1 and we don't need to again whenever someone decides to make a new level pack.
Arguing semantics doesn't mean anything.
How do you know that it is easy for everyone else, what if a new player to srb2 plays this and they aren't as experienced as "you" are?
We don't need to, but that sure doesn't mean we shouldn't. You seem to assume that the only legitimate reason for making a level this easy is if it's a tutorial level meant to ease the player into the game. I disagree. I have no problem with a level that is piss-easy as long as it manages to entertain me anyway, and this level does through its numerous secrets. The problem here is not the lack of difficulty or the length, it's the lack of action on the main path, and you could easily fix that without making the level any more difficult.You should know as well as I do that we don't need to start a level pack with zero difficulty when we've already mastered the controls.
Let me put it this way: There are few instances in this level where the player has to jump to continue. All these jumps are completely trivial and almost impossible to screw up, but they constitute action nonetheless. Are you trying to say that putting more of these kinds of jumps in the level would make it any more difficult? At best it would be a minute increase.Action IS difficulty. To give a flat path some action, you need to put something in the way of the player, which is by nature some obstacle for them to overcome. The more precise an action a player has to do, the larger the difficulty.
So what do you think Ezer Arch should do to make increase the difficulty of his level.Unless they offer insane amount of exploration to contribute to the replayability, I just think piss easy maps are a waste of time. Because even a few extra rooms don't last forever. Once you've learned the basic controls for your first 8 minutes of SRB2, you realize just how much of a waste of space things like GFZ1 are.
So what do you think Ezer Arch should do to make increase the difficulty of his level.
The thing is: this map is easy by design. Its "easiness" will be compensated with better exploration in the future, when I release the act 2, I hope soon. (BTW, has anyone found the hidden room?)I had planned to make a short map that were slightly harder and longer than GFZ1
.Ezer.Arch said:short map that were slightly harder and longer
Keep in mind I'm using GFZ textures as placeholder. I don't want to be distracted with textures that give character to the map, for now.Nice screenies, it looks like a updated GFZ
It does not. You cut off "than GFZ1" from the sentence.also this sentence contradicts itself .
Short and long map?
Ezer.Arch said:I don't want to be distracted with textures that give character to the map