Autosaver
Member
Chaos Knux said:I thought that would be a countdown setting.meaning either disable joins for 10 minutes or disable joins IN 10 minutes.Code:allowjoins off 10:00
Hm, looked more like a clock to me.
....
Chaos Knux said:I thought that would be a countdown setting.meaning either disable joins for 10 minutes or disable joins IN 10 minutes.Code:allowjoins off 10:00
I should probably clarify something here. My main beef is that it's a real cheap way to force difficulty in the long run, and like you well put it, it's not very effective when you know it's coming. I've got nothing against a level being hard, contrary to what I might've implied earlier, but I don't find it particularly satisfying when the majority of it relies on trial-and-error to the point that it can actually become pathetically easy once you know how the level works.SpiritCrusher said:Me. I managed all of them on first try except the ERZ1 one which took me three tries:Blacklightning said:The vacuums are worse. How many people here can honestly say they managed any of them the first time without dying?
1. Died because I didn't get air on time.
2. Died because I didn't do the platforming quick enough.
3. Finished the level.
In other words, every trap killed me once and then I knew what to do. This is fair I guess.
Some sort of MOTD/message at the title screen telling you to update your version. Now there's a mix of servers on different versions, and overall just less netgames for anyone who's actually up to date.
I never got hurt by those criss-cross lasers. NEVER. Anyways, trial-and-error is probably the only way to make a stage hard and not frustarating. If you still can't beat a trap the fifth time around, it's too hard.Blacklightning said:I should probably clarify something here. My main beef is that it's a real cheap way to force difficulty in the long run, and like you well put it, it's not very effective when you know it's coming. I've got nothing against a level being hard, contrary to what I might've implied earlier, but I don't find it particularly satisfying when the majority of it relies on trial-and-error to the point that it can actually become pathetically easy once you know how the level works.
Like the criss-cross lasers for example. They require some actual skill and common sense to negotiate. Give us more of those.
srb2kirbyo said:If you have the 7 chaos emeralds active (A.k.a You are super.)
You are invincible against recycle...
Delta said:Not sure if this is already in the game, but I don't think it could hurt to give us the option of whether we want teamscramble to happen during intermission or at the beginning of the match. I believe right now it's set to intermission, but I actually preferred it when it was at the beginning of the match because this way I have more time to see the scores and see if the following teamscramble is balanced. Just a thought.
Autosaver said:Delta said:Not sure if this is already in the game, but I don't think it could hurt to give us the option of whether we want teamscramble to happen during intermission or at the beginning of the match. I believe right now it's set to intermission, but I actually preferred it when it was at the beginning of the match because this way I have more time to see the scores and see if the following teamscramble is balanced. Just a thought.
Press escape, and click on teamscramble. Work anytime, anywhere.
Kaysakado said:In the ERZ elevator room, the one that has the electricity puzzle, make it so that after you press the elevator button, the door closes permenantly. Also, put some power ups in cages in the outside area of the elevator room, and the cages don't open until you press the button to make the elevator rise. There's a way to get to the power-ups, but it's very evil. :3
ZeldaGamer00 said:Mild ERZ3 spoiler
[spoiler:d06b9393ba]-Make the missiles un-hardcoded and allow them to be placed as things in a map.
^If the above suggestion goes through, possibly allow the missiles to be fired from a special turret in any game mode to allow for gimmicks like riding them through a level in Single player, Using them to attack other players in Match and CTF, etc.[/spoiler:d06b9393ba]
ZeldaGamer00 said:Tell me HOW it would screw up SP levels, autosaver. Just saying it will isn't a decent point to make.
As for it being overpowered, perhaps they couldn't be used by anyone who is holding a flag, or the delay could be much higher. (Firing once every 45-75 seconds?)
Autosaver said:1.COOP, people would steal rockets.
2.The rocket is kind of broken
3.It could break Thok Barrier, or you could use it to beat the level easily.
Luminous said:Autosaver said:1.COOP, people would steal rockets.
2.The rocket is kind of broken
3.It could break Thok Barrier, or you could use it to beat the level easily.
1. Not really.
2. No, it isn't.
3. No, it can't. This statement is hilariously flawed because it matters SOLELY on level design. Rockets not being hard-coded sure isn't going to make Greenflower Zone easy.
Following this, try to make a way that missiles would follow a certain path, possibly using Zoom Tube Waypoints as a guide.Blue Warrior said:Ignoring autosaver, missiles would make a brilliant level gimmick and could spawn plenty of interesting level design; I actually have a level design idea for them already. Un-hardcode them, absolutely.
Blue Warrior said:Ignoring autosaver, missiles would make a brilliant level gimmick and could spawn plenty of interesting level design; I actually have a level design idea for them already. Un-hardcode them, absolutely.