After I submitted my map, I discovered a glitch in it. I fixed the glitch and then edited my post in the Contest Submissions forum to include an attachment with the non-glitchy file instead of the glitchy one. Do I know for sure whether it has already been downloaded to be included in the compilation, before I updated it? If it probably has already, who should I PM about it?
This is just a little SP level I've been working on. I'm not sure if it'll be done for this OLDC but I'm pretty sure my circuit level will be ready. Any suggestions on textures is welcome, I'm kind of iffy on the wall textures.
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The Level is good, Nice Level layout, Textures, And the Bridge.
Well Rei, I can just tell your map isn't going to win in the Race aspect. You're just running in circles avoiding... nothing, these little pillars serve no obstacle at all. Looks like one of the most boringest race maps I've seen, to be honest. You also added nothing special to the race, you just run. No higher floors as well, so it's going to be simple to thokfest it.
You probably already know this. However, there's something important that you should consider when placing the weapons.Place all six weapons onto the stage. While in older versions of SRB2 using all the weapons was a death knell, the new system really doesn't work nearly as well without access to every weapon.
Once you've understood that, it becomes obvious that Match stages can't be symmetrical.Weapon tile locations should be memorable. It is important for players to remember where each weapon is located, so they can actively decide to take detours to collect it or not. Supplying visual cues to important item spots help the players memorize the layout of a stage. Likewise, it is a good idea to make different sections of a map look fairly distinct from each other, so that players can tell where they are just from looking at their surroundings.
Don't make your map symmetrical. Symmetrical maps simply do not work in Match because of the necessity of placing 6 weapon tiles in distinct areas so the player can always go find the weapon they want. If the map is symmetrical you'll either end up with multiple weapon tiles providing an excess, or the player will have to guess which weapon is in which spot.
I wonder how you have an asymmetrical space station, though...
Well, that's true. But it's a little too late to change my contest entry, isn't it? We only have one week left, and I'm going away from home on the 26th, and I don't know whether I'll have internet access or not. So I guess I'll just have to hope that the reversed gravity and the ability to walk on both the inside and outside will do something for the map. At the very least, I'll be able to get criticism on where to improve, besides the symmetry. I guess part of the reason I made it symmetrical is that most irregular maps confuse me. To me, "asymmetrical Match map" is just a synonym for "map that's really easy to get lost in."