8️⃣ more common mistakes that can make your platformer less enjoyable (And how to fix them)

A while ago, I made a guide with :eight: common platformer mistakes made frequently by people, as well as how to fix those problems. Unfortunately my editing time ran out before I could add more, and BH hasn’t responded to my wiki request.

So:


Here are 8 more common mistakes that people make in their maps, as well as how to fix and improve them


1. Permanent speed modification

Problem:
The player’s speed is permanently set to something higher or lower than the original speed.


Solution:
Don’t permanently set the player’s speed to something different. Most people are used to playing with a regular speed, so changing it can affect their playing ability. Even a minor adjustment is very annoying.


2. No collision props

Problem:
Some props have no collision, causing the player to “fall through”
An explanation is needed for this one


Explanation:
The reason why this is problematic is because people will make it too subtle or not subtle enough.
Too subtle, and players will fall through every single false prop, which is very annoying because you can’t tell which props are the offenders.

Not subtle enough, and players will just jump over every false prop/barrier, making the entire point of them useless and wasting memory.


Solution:
Just don’t use them. [1] They’re just annoying in general.


3. NO LAYERED TERRAIN

Problem:
terrain no layered. Too lazy lol.

Screenshot 2024-10-06 12.27.56 PM


Solution:
I’m not even gonna Sugarcoat this

LAYER YOUR TERRAIN!

DON’T BE LAZY

FOR THE LAST TIME. PUT SOME COMMITMENT IN AND LAYER YOUR TERRAIN

IT’S NOT THAT HARD


4. Too much directional consistency

Problem:
When ascending [2] the map, you only go this way :arrow_upper_right: until the world border stops you, and then you go this way :arrow_upper_left:


Solution:
Give your map more direction than just one. Try not to make it repetitive.

Here is an excerpt from top z guide on platformers that illustrates this point


5. Longgggg falls

Problem:
The only place that respawns a player is at the floor, making you fall longer the higher you go.
(DLD actually has this problem, which is funny.)


Solution:
Place an overlay that says “respawn” that’s wired to a respawn device.


Even better solution:
Put your respawn zones [3] way closer to the action, instead of on the floor.


6. Excessive backtracking

problem:
After going through a large section of the map, players must go back to continue.


Solution:
Try not to have too much backtracking. If any at all. It’s boring to go through the same stuff twice, and It can be very rage inducing if the section is difficult.


Special thanks to @ClicClac for giving this suggestion!


7. Sentries falling through

Problem:
Due to a glitch, sentries will fall through terrain if not placed correctly, leading to problems.


Solution:
Instead of placing the sentry directly on the platform, place it slightly above like so:

image


8.Checkpoints that stay on

Problem:
Once you get to a checkpoint, it doesn’t deactivate.


Solution:
Have the checkpoint deactivate after a player touches it. It’s extremely annoying to reach a farther checkpoint, fall down, accidentally hit a previous checkpoint, and have to go all the way back up to the next checkpoint.
Literal rage quit.


Want more mistakes fixed? check out my previous guide below, as well as these other great guides on platforming



  1. unless the situation requires them for specific things ↩︎

  2. totally not a totk reference ↩︎

  3. not lasers, as they’re less memory efficient. ↩︎

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My bad I didn’t see your wiki request link me your guide and I’ll fix that

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It’s fine. I don’t really need it to be a wiki anymore. I’m satisfied with just these two guides

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Can you link mine? wywy?

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Alright! By the way, for speed modification, changing speed can be a fun as long as it’s fair to the player, and good indication is given.

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YESS!! This guide will be so useful! I only wish it was released a few months ago bc then mysz wouldn’t have had to spend hours teaching me how my game was so repetative. Lol :face_holding_back_tears:

AMAZING job, @SirWyWy!!

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This is actually sooo helpful! Thank you! :D

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All the mistakes are so real and so annoying, those tips will definitely enhance the map quality of the GKC community. Overall, great job on explaining and structuring this whole thing!
I truly wish everybody who make maps on Discovery are enable to check on guides like this :(

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Great guide but…
I must dissent on some “mistakes”

mistake number 2. No collision props are great for decor (not for making things more difficult), but make sure to make them transparent or have something to make them stand out.

number 4. Not all maps are ascending :sweat_smile: and sometimes directional consistency is good on those maps, as long as its a short one. But i usually agree.

number 6. The nature of buttons themselves require backtracking most of the time. Back tracking can actually be a part of good gameplay. (if it’s too hard, play something easier. simple.)

And the common mistake of something being “too hard” is easy to fix. just stay within your skill level.
Don’t ask for checkpoints if there aren’t any, just play something easier to get better :person_shrugging:

UPDATE: Removed a part of my argument due to a clarification.

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100% agree with you on this one. YHMFT isn’t for everyone lol

That is true. I’m just stating that using them as an obstacle is a mistake for the reasons I said. Most of these mistakes apply to specific scenarios, not just in general. Yes, using no collision props is great for decoration, but they’re not so great for obstacles.

This is also true. I actually feel like backtracking can be a good thing, but excessive backtracking is a mistake, like stated.

I never stated that “hard” maps are a mistake, and I don’t think that they are.

Tis true, but this guide is targeted specifically for platforming maps, most of which are ascending. Directional consistency is still a general thing for maps that don’t go “up”, and I still think that it is a mistake that should be addressed.


As for checkpoints, I still think that they are useful no matter how hard the map. For one, you can make them optional. That way, people who want to improve can use them and people who are playing seriously can disable them. Checkpoints are also great for practicing, which is helpful to people who want to improve their skills.

On the contrary, I don’t think that adding checkpoints will allow “non-skilled players” to beat your map. It’s the jumps and obstacles that affect the level of hardness, not a checkpoint. Sure, having no checkpoints will change how long it takes, but it doesn’t really change the difficulty of the map.

YHMFT is still the same amount of difficulty, checkpoints or no checkpoints.


I feel in general, most of the mistakes I’ve stated apply to specific things, not in general. Just take the things I say with a grain of salt.

If you can justify why something, like #1, works for your map, then it’s not a mistake for that map.

A lot of what I’ve said in the past two guides is mainly personal opinion that is mainly true for specific things. It’s perfectly fine to disagree with me. I’m just giving suggestions.

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The guide doesn’t even say anything about not having checkpoints…

Also, even if a map isn’t ascending, the direction should still be varied.

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Backtracking isn’t bad. Excessive backtracking is bad. Like what thats_gimpossible said, necessary backtracking can make for good gameplay (and mix up the direction of the gameplay).

Mandatory off topic:
idk puffin

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I think every hard map should have a practice mode- that you can’t use to complete the map but you can use to practice the map. Think about games like Geometry Dash- imagine how much harder levels like Tidal Wave or Slaughterhouse would be if you couldn’t practice them. People wouldnt even want to try and beat them.

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The issue wasn’t about checkpoints themselves. It was about the earlier checkpoints not deactivating as you get to later levels, so if you fall, then you won’t have to worry about running into those checkpoints.

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Oh, I only read That_Gimpossible’s argument, not the actual post.

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Y’all there’s also a fragility softlock with a sentry in platforming

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Note: I was talking about the “checkpoint” mistake in the PREVIOUS guide, not this one. Should’ve made this clear.

It wont change the raw difficulty, but it will make it more difficult consistency wise. Adding checkpoints essentially splits it up into parts, so its basically multiple different platformers in one. Longer is harder, the raw difficulty stays the same (if the gameplay is balanced) but the overall difficulty still increases.

I agree, I probably misinterpreted your reply on the previous guide. When someone said that you could disable checkpoints for a “hardcore” mode, you said you find any platformer without checkpoints to be frustrating. I thought that meant there had to always be checkpoints that are always there, which I disagreed with. So I left that out of my argument, but now since it’s more clear, I’ll remove that one.

I agree. I was thinking about shorter sections, or a short map that doesn’t require much mixed directions since its that short.

This was a miscommunication on my end, what I picked up from some of your replies was what I said.

I think I understand what you are saying better now. Thanks to everyone for reading my reply and to SirWyWy for taking the time to respond thoughtfully.

If you read the actual post you would know that its not on this post, and maybe would’ve figured out that the “No checkpoints” one was on the previous guide :upside_down_face:

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huh?

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This is a part two, there is a guide that was before this i was referencing

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Ow, I bumped my head on an platform. I hope the map gets updated so that jump is easier.