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Post by Deleted on Jan 30, 2018 13:23:23 GMT -5
You might be surprised at this, but I am going to say the very early updates like 1.0 to 1.6 because nearly everyone copied robtop levels and they all look the same. that statement about 1.0-1.6 is so fucking stupid 1. the game had 1 block style until 1.3 with xstep and had only a handful of other block styles added 2. the game wasn`t all about how unique your level looked (in most cases at least) it was about the gameplay of the level in fact the gameplay has sadly died to me as it has drowned under gazillion different orbs and vehicles that make no sense anyways contributing to the actual thread, 2.0 beginning was the worst, no questioning about that although after looking at some of the recent 2.1 feature levels, some of them seem to have nothing else than eye candy
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Post by Klutch on Jan 30, 2018 14:03:07 GMT -5
well it wasn't a meme till like 2.1 so i'd say all of 2017 was pretty bad
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Post by Mechanguis on Jan 31, 2018 7:06:25 GMT -5
Late 2.0. Early 2.0...wasn’t very good, but I wouldn’t call it generic since there was a lot of experimentation with the new 2.0 features and decorations. Late 2.0 was around the time when a lot of featured levels started using Adiale’s style without adding anything new. Even the gameplay started feeling same-y and barebones. There are still a lot of generic 2.1 levels, but it’s much better than it was in late 2.0.
1.0-1.6 probably had a lot of generic-looking levels too, but I wasn’t around at that time.
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Post by Deleted on Feb 1, 2018 15:37:26 GMT -5
In GD 1.0 - 1.6, players didn't copied robtop styled levels because object limit was a problem
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Post by garlan on Feb 2, 2018 17:05:04 GMT -5
late 2.0 to early 2.1 so like october 2016 to march 2017 (something like that)
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Post by RarityGMD on Feb 2, 2018 17:09:50 GMT -5
I think it was at its worse from late 2.0 to mid 2.1
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Post by araoro on Feb 2, 2018 17:32:01 GMT -5
1.0-1.6 wasn't a problem, at least the levels had good gameplay... I'd say (as previously said by others) early 2.0.
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Post by Deleted on Feb 2, 2018 18:31:20 GMT -5
Early and late 2.0.
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Post by Deleted on Feb 6, 2018 8:10:26 GMT -5
If we’re talking about the general stereotype commonly used for generic levels, I’d say mid 2.0
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Post by Batpone on Feb 8, 2018 21:44:30 GMT -5
1.0-1.6 wasn't a problem, at least the levels had good gameplay... I'd say (as previously said by others) early 2.0. Probably won’t agree with that, since most pre-1.7 levels relied heavily on memorization to increase their difficulty. At the same time, you can’t really blame the creators for that; they only had demon levels like Clubstep to base their gameplay from, and we didn’t have features like speed or dual portals. For me, it’ll be late 2.0, though I think people seriously overplay the amount of “generic levels” in GD, and forget that generic =! simple. There are plenty of distinct and original “simple” creators, and you don’t need to push to 40K objects to make a good level (Diffuse sits at 23K and most of Hinds’ level are around, usually less than, that number.) And you can still make a “generic” tech level, or core level, or so on.
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