Eliwood
Member
It has become apparent that in platformer games that there is always going to be a death pit somehow, somewhere, and in someway. However the reason I bring this is up is because I wish to talk about death pits in srb2.
Do you consider death pits a great level design or a bad level design? Generally speaking anyways. Because we know that like all game elements, some are worth putting in, and some are not worth putting in. However I personally feel that death pits (especially in srb2) should not be a "main challenge" and the reason for this is because that is a really broken kind of challenge if you ask me. It's like one of those "I couldn't think up of anything else so let's place the death pit" kind of like DIMPs does with its need to require you to homing attack over enemies to cross a pit.
(Vanilla SRB2 does not suffer from death pits being overdone until levels like Arid Canyon Zone, where it is somewhat appropriate)
Do you consider death pits a great level design or a bad level design? Generally speaking anyways. Because we know that like all game elements, some are worth putting in, and some are not worth putting in. However I personally feel that death pits (especially in srb2) should not be a "main challenge" and the reason for this is because that is a really broken kind of challenge if you ask me. It's like one of those "I couldn't think up of anything else so let's place the death pit" kind of like DIMPs does with its need to require you to homing attack over enemies to cross a pit.
(Vanilla SRB2 does not suffer from death pits being overdone until levels like Arid Canyon Zone, where it is somewhat appropriate)
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