2,271 posts
Favorite Level: Wood Chair
Hardest Demon: ff14be
Mini-Profile Background: ff00a3
Mini-Profile Name Color: {"image":"","color":"8c08a1"}
|
Post by add guitar for doned cataclysm on Jul 21, 2015 18:19:53 GMT -5
www.youtube.com/watch?v=Gc6pzzhxIRI This video was posted like 2 weeks ago. .-. Should be rated. Robtop commented saying there was a secret way, but the guy in the video is trying to re verify(gonna remove the secret way).
|
|
4,693 posts
Discord: lumpfriend
Mini-Profile Background: {"image":"","color":"000000"}
Mini-Profile Name Color: ffffff
Mini-Profile Text Color: ffffff
|
Post by Lumpy on Jul 21, 2015 20:17:09 GMT -5
I wish people knew there are plenty of other ways of making cube sections difficult besides adding loads of fake blocks and jump orbs everywhere. So many other ways... but yea good level ^.^
|
|
|
Post by LuMaIchArgI on Jul 21, 2015 20:29:50 GMT -5
I wish people knew there are plenty of other ways of making cube sections difficult besides adding loads of fake blocks and jump orbs everywhere. So many other ways... but yea good level ^.^ out of curiosity how do u make a hard cube section without those and 3 spike jumps :V
|
|
4,693 posts
Discord: lumpfriend
Mini-Profile Background: {"image":"","color":"000000"}
Mini-Profile Name Color: ffffff
Mini-Profile Text Color: ffffff
|
Post by Lumpy on Jul 21, 2015 20:54:29 GMT -5
I wish people knew there are plenty of other ways of making cube sections difficult besides adding loads of fake blocks and jump orbs everywhere. So many other ways... but yea good level ^.^ out of curiosity how do u make a hard cube section without those and 3 spike jumps :V Besides a huge variety of spike and block arrangements to make just plain difficult timings (for example, jumping out of a one-block-high tunnel), there are a number of things. You can put jump orbs near together to require quick tapping - which is especially best with a fake jump orb at the end of a chain so you have to spam and then stop - you can position spikes over, around, or inside jump orbs so you have to hit a specific area or it, or put blocks very near a blue jump orb so you have to release your finger right after tapping to avoid jumping into death. Pink jumps orbs over yellow jump pads to negate unnecessary height are common, as are orbs inside of gravity portals. Making specific jumps or falls barely make-able so it appears to not be the right way to go, but is, is a good thing. Blue or pink jump orbs inside blocks can be used as an unorthodox way of activation or to necessitate holding down. Switching between mini and large mode somewhat often generally always helps make the level harder, at least before some practice runs. And in mini square, one of my favorite things to do is use the mini blocks in ways so that the cube has to jump up to another block at its maximum jump height but fall off of that, and make lots of sections similar to that manner of gameplay so that the player has to constantly alternate quick-tapping, holding, and releasing. Jumping off of slopes, especially 67.5° ones, to gain necessary extra height is a useful way to make a difficult jump. And a section that uses lots of jump orbs and pads all over the place, so the cube barely jumps on its own or touches the ground really (somewhat similar to the beginning of 8o), especially using blue ones, can prove to be difficult the player will get confused and tap on the pads but not the orbs quite often. After the block comes down from falling off a block, having it wait a second right after it lands, just a split-second, before doing a difficult timing jump is hard for me. And then putting a pink orb in the ground right before a three-spike jump, so the player has to estimate the length of his jump beforehand so he can hold on the pink orb is a rarely used technique. This sort of thing can also be done with jumps such as the spike formations in cant let go with one above and one below and separated by two but backwards, so that the player must predict where they will land without the visual aid of spikes. (yes less spikes can = harder). Another very rarely used thing is so that hitting a yellow jump pad at the normal edge will kill them, so they have to jump onto it and land near the latter edge to live. And of course use gravity portals everyday. Putting a blue jump orb just below the ceiling can be used as an interesting way to switch gravity where they jump out of the change, similar to a jump orb in a portal (an example of this is in Positronic). Andddddddddddddddddd. . ... what else? *pants*
|
|
|
Post by Deleted on Jul 21, 2015 21:08:53 GMT -5
^^^ Tl;dr
And I'm curious as to how they made such a long level while still maintaining the quality? That's very hard to do...
|
|
|
Post by LuMaIchArgI on Jul 21, 2015 22:24:25 GMT -5
out of curiosity how do u make a hard cube section without those and 3 spike jumps :V Besides a huge variety of spike and block arrangements to make just plain difficult timings (for example, jumping out of a one-block-high tunnel), there are a number of things. You can put jump orbs near together to require quick tapping - which is especially best with a fake jump orb at the end of a chain so you have to spam and then stop - you can position spikes over, around, or inside jump orbs so you have to hit a specific area or it, or put blocks very near a blue jump orb so you have to release your finger right after tapping to avoid jumping into death. Pink jumps orbs over yellow jump pads to negate unnecessary height are common, as are orbs inside of gravity portals. Making specific jumps or falls barely make-able so it appears to not be the right way to go, but is, is a good thing. Blue or pink jump orbs inside blocks can be used as an unorthodox way of activation or to necessitate holding down. Switching between mini and large mode somewhat often generally always helps make the level harder, at least before some practice runs. And in mini square, one of my favorite things to do is use the mini blocks in ways so that the cube has to jump up to another block at its maximum jump height but fall off of that, and make lots of sections similar to that manner of gameplay so that the player has to constantly alternate quick-tapping, holding, and releasing. Jumping off of slopes, especially 67.5° ones, to gain necessary extra height is a useful way to make a difficult jump. And a section that uses lots of jump orbs and pads all over the place, so the cube barely jumps on its own or touches the ground really (somewhat similar to the beginning of 8o), especially using blue ones, can prove to be difficult the player will get confused and tap on the pads but not the orbs quite often. After the block comes down from falling off a block, having it wait a second right after it lands, just a split-second, before doing a difficult timing jump is hard for me. And then putting a pink orb in the ground right before a three-spike jump, so the player has to estimate the length of his jump beforehand so he can hold on the pink orb is a rarely used technique. This sort of thing can also be done with jumps such as the spike formations in cant let go with one above and one below and separated by two but backwards, so that the player must predict where they will land without the visual aid of spikes. (yes less spikes can = harder). Another very rarely used thing is so that hitting a yellow jump pad at the normal edge will kill them, so they have to jump onto it and land near the latter edge to live. And of course use gravity portals everyday. Putting a blue jump orb just below the ceiling can be used as an interesting way to switch gravity where they jump out of the change, similar to a jump orb in a portal (an example of this is in Positronic). Andddddddddddddddddd. . ... what else? *pants* Damn try not to overwork your keyboard next time :V I'll try these techniques lol.
|
|
|
Post by drid on Jul 22, 2015 0:39:01 GMT -5
Robtop said once on touch arcade that secret ways are all about trust, so he usually dosen't rate a level that he finds a secret way in, even if it's removed.
|
|