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Old 07-28-2006, 01:41 PM   #1
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Default What's more annoying?

I'm making a world "The Castle of Arkandu", (as I'm sure you can read from my sig ) so I want to know what you guys DON'T like in a world.

1: Playing levels over again to get items/beat enemies that weren't there last time you played
2: Fighting the Main Boss several times
3: Lots of secret levels
4: Levels that have to be played in order
5: Puzzle type levels
6: Large hub levels and lots of levels over-all
7: Hard to get Candles in levels.
8: Long levels/Short Levels
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Old 07-28-2006, 01:48 PM   #2
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I've been known to put all of those things in my own worlds, so, of course, I am not going to complain about any of them. Sounds good to me! :wink:

Here's a thread with ideas for a world called "Please Don't Do Any of These", if you really want to know what people don't like, this thread is full of everyone's (favorite?) annoyances. Fortunately, the world was never built: http://hamumu.com/phpbb/viewtopic.php?t=5905&highlight=
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Old 07-28-2006, 01:52 PM   #3
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I HATE tons of secret levels!
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Old 07-28-2006, 01:58 PM   #4
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CLICK HERE


AND HERE

worlds with spelling errors

all smashing no strategy
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Old 07-28-2006, 03:00 PM   #5
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Most of the things originally listed are noy annoying. I like puzzles, and I like worlds with many secret levels. Things such as long levels or levels with difficult candles are all right, as long as it's not ridiculously hard.
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Old 07-29-2006, 08:16 AM   #6
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These are all good things for a world.

I don't always like playing levels in order, but I do like it if it's for the plot or something. Make sure the hub is not TOO big so the player has to walk a long way from level to level. And keep the difficulty at a reasonable rate, whether long or short.
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Old 07-29-2006, 08:38 AM   #7
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For larger hubs, it can be helpful to have the win level special drop the player back near the level entrance in the hub, so that he doesn't have to wander back from the initial entry point to where he was.
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Old 07-29-2006, 12:45 PM   #8
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I would say puzzle levels, I HATE puzzle levels!
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Old 07-30-2006, 11:01 AM   #9
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Linear levels = ok only when it's story driven or you get a little choice in it...

Large hubs are alright... as long as the levels aren't jampacked into one area... Teleporters would work well here

And if there are tons of levels, I like at least some indication as which level it is...

And no hubs where all the levels are half a space apart
I hate trying to go to one level and end up going into another
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Old 07-30-2006, 11:57 AM   #10
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Please, NEVER HAVE LEVELS LEAD TO OTHER LEVELS WHEN WON, WHICH YOU CAN ONLY GET TO BY WINNING THE FIRST LEVEL!!!!!!!!!!
Instead, have a special so that if the first level is won, the second is accessable from the hub, or something similar.
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Old 07-30-2006, 04:20 PM   #11
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Default What's more annoying?

Then I'm just guessing that Death might be the only one here who won't like my world. Of course, being my first world, you might all hate it. But I'm really trying!
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Old 07-31-2006, 03:02 AM   #12
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I'm sure we won't all hate it! I like puzzle worlds, and I'm sure it'll be good, even if it is your first world.
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Old 07-31-2006, 04:25 AM   #13
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I don't like levels when you bouncy drive over water & lava.

I also dislike levels with tons of Starey Bats & monsters with an AI ofa Starey Bat.
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Old 07-31-2006, 11:50 AM   #14
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well I DO like puzzles as long as it isn't like, a puzzle in each level.

and atkins, deja vu is like that.
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Old 07-31-2006, 12:48 PM   #15
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Quote:
Originally Posted by death
and atkins, deja vu is like that.
Wrong, Deja Vu is nothing at all like what AtkinsSJ described. Deja Vu is laid out like a big map (the same map as Bouapha's Text Adventure) and you pass from one level to the next regardless of whether you win the intervening level(s). When you win a level, you are actually returned to the level that you just won so that you can continue on the same path, if so desired; the win level executes to let you know that you accomplished all that you needed to do in that level. You don't have to win the level again, in fact, you can't win the level again, to pass through to another level.
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Old 07-31-2006, 01:06 PM   #16
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Quote:
Originally Posted by Hammered
For larger hubs, it can be helpful to have the win level special drop the player back near the level entrance in the hub, so that he doesn't have to wander back from the initial entry point to where he was.
That was a problem with my Mania Castle (sitting in Supreme, due to lack of ideas/mom reformatting again) for a while, but I remembered that there was that special, and it was all right.
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Old 07-31-2006, 03:24 PM   #17
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Default What's more annoying?

Well, good news for yourter12, no Starey Bats, or Driving on bouncy tiles over water/lava. Also, as of typing, there are only 2 secret levels. And no levels that lead to another level RIGHT AFTER winning.
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Old 08-10-2006, 05:25 PM   #18
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Um, does anyone get a rash when playing Stockboy?

(Does anyone here SERIOUSLY not like stockboy?)
I can't see why anyone wouldn't but better safe than sorry.
Level#25 is a reasonably long stockboy type level. I'm hoping people won't quit my world for it, I've put alot of work into it. (So many Specials!!)

Aaand it's not finished...

(hope you guys don't mind me bumping.)
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Old 08-11-2006, 11:34 AM   #19
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hard to find key chains are my least fave

and little to no weapontry in levels with lots of monsters

oh and boomkins, I hate boomkins
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Old 08-11-2006, 11:24 PM   #20
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Levels with cramped spaces that are extremely dark and have lots of mazey directions making it almost impossible to do anything in. One world that was made by somebody had this and it took me 5 hours to get past it.
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