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Post by Cypher7 on Oct 22, 2016 16:11:42 GMT -5
So as some of you will know, when Viprin uploads levels to his YouTube channel, he is fairly harsh on the user coins in levels because they are easy and boring (and very repetitive). I think he is a bit too harsh a lot of the time but he certainly is right on the fact that dropping down in a ship or cube part to get a coin is not very interesting. One of the few that I have seen Viprin actually praise is the first coin in Resistance by haoN, because it is pretty creative and the timing is quite difficult. So I was wondering...what do you guys think makes a good user coin in a created level?
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Post by LuMaIchArgI on Oct 22, 2016 18:02:10 GMT -5
All 3 put together at the end of a level
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Post by Deleted on Oct 22, 2016 18:03:06 GMT -5
A good coin needs time and effort put into it. The placement needs to be creative and practical but also needs to be fair
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1,853 posts
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Post by Cinereal on Oct 22, 2016 20:31:32 GMT -5
To be honest, I really do think Viprin is obsessed with "last-second orb jumping" if he also says that the first coin in Resistance is a good placement; he's already shown that attitude multiple times in Despair, and because of that itself I find that level incredibly annoying.
Personally, I like user coins that have a separate path to take which lasts maybe 3-5 seconds and has a harder difficulty than the the non-coin path. However, I never plan using user coins in my future levels.
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Post by Navianya on Oct 22, 2016 20:41:37 GMT -5
He's like Michigun with triple spikes, just with coins, is it because one is player one is creator? And they are top of leaderboard
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Post by Deleted on Oct 22, 2016 20:43:42 GMT -5
A good user coin need to be fun to get. If the user coin route is easier than the normal route, it probably isn't a good user coin. The user coins need to be hidden, but not too hidden. If it's too hidden and you need to watch a video to find the coin, it isn't a good user coin. But a user coin can't be pretty obvious either. For example, the last coin in Blue Fuse was a pretty lazy choice. The last coin was at the end, impossible to not get. That isn't very interesting. Same with the last coin in ABP and all the coins in The Hell Factory. But unoriginal coins in extreme demons are kinda acceptable because the levels already hard enough, it doesn't need coins to buff it (I'm not saying that extreme demons shouldn't have coins). If it's hidden in plain sight and all you have to do is drop down with the ship or something like that, it's probably not a good coin. why did I write all of that
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Post by Navianya on Oct 22, 2016 20:44:58 GMT -5
why did I write all of that God knows
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Post by Mechanguis on Oct 22, 2016 21:12:41 GMT -5
For me, the criteria for a good user coin are: - It takes effort to get and doesn't just involve an easy jump at one part or dropping down
- The coin route is harder than the normal route
- Not completely hidden. Putting it off-screen is alright but making it 0 opacity with no clues just makes it annoying to find.
That being said, aside from coins breaking the third criteria, I don't care too much about the placement of the coins. It is pretty fun to see a user coin with a creative path like the last coin in Stereo Madness, but it's not really necessary.
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Post by [ScutBug]CreepE on Oct 22, 2016 21:36:44 GMT -5
as long as its fun to get, im ok with it. i personally hate coins that are too easy to get, it defeats the purpose of user coins
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Post by Deleted on Oct 23, 2016 3:59:11 GMT -5
I actually agree with Viprin here I get quite triggered if coins do not require any effort to get, or even are easier than normal route. Like if they require you to just drop down or jump up to get a coin that's right above/below you. The way RobTop places his coins should be the standard. They are creatively placed, require you to figure out how to get them and are sometimes quite a challenge to collect. However I obviously don't like invisible coins with zero clue on how to get them, or triggers that activate coins at the end of the level (also if they provide no clue on how to activate them)
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Post by Ezel on Oct 23, 2016 5:45:23 GMT -5
I think User Coins should be a bit harder to get, because they're a reward for taking an alternative path, however they shouldn't be luck-based, because it's not what they're made for. Some people get overboard with the difficulty, while some put them too in obvious spots (example: easy/normal rated levels). Also if they're hidden, there should be a small hint showing where it is.
RobTop's levels are a good example except the first levels which used so called "blind jumping" for a coin. The second coin in Base After Base is a blind jump and if there won't be any internet connection, most people wouldn't even think about the placement until they'll jump into every single pit. The same goes with Can't Let Go's third coin - it requires a blind jump too. This is the only thing I dislike in RobTop's coin placement, because you can't tell where they are until you find them by accident or by jumping like a freak.
TL;DR - coins should be a bit harder to get, but people shouldn't get overboard.
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Post by DeflectorZ on Oct 23, 2016 12:05:03 GMT -5
who even cares about user coins when you get the 200 uc achievement
why should it even be so hard to get them
if they're really hard, nobody will bother with getting them.
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3,278 posts
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Post by milesman34 on Oct 24, 2016 19:10:23 GMT -5
It has to be really hard to get. Like my WIP level, 2 of them are really hard (one has a tiny one space fly and the other is a very tight wave) and the 3rd one is really tricky
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Post by ✩Speed The Weeb✩ on Oct 25, 2016 1:59:40 GMT -5
Good User Coins should be like the official coins. Not too hard, but not too easy (And very well hidden, not just that Invisible "1 jump to get" coin)
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Post by Recillia on Oct 25, 2016 7:55:41 GMT -5
Easy coins on easy levels, hard ones on hard levels
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