Okay so… I don’t know whether to put this in Help or Art uh…so…
I would like some feedback on a map I’ve been working on. It’s [redacted information for privacy concerns because I believe it’ll be published one day] and I’ve been having some criticism (someone who I’ve been working on the map with) that the map doesn’t look that good. (We’ve talked to said person about it but they will not be quiet).
Basically, well it’s a platformer…I would like to know whether you guys think that the floating islands look good and if there is anything that I could add (like props and stuff)
by the way, there’s supposed to be an opaque white barrier as the background of the map but said person kept deleting it ← tell me if you think that would look good too :)
Yeah this is probably better in the help category (so I’d change it). Your islands aren’t bad, by no means BUT, I do see some things you could improve on (or things the I personally think would look better).
Maybe have islands of different trains (such as rock or minerals) or maybe place bits and pieces inside of your already dirt islands. I’d try to maybe have fog around the bottom of the islands (gives it a more ominous feeling). I’d also try to have somewhat bigger islands (they all look roughly the same size and I think some diversity would be better).
JUST suggestions, please don’t take it personally. I also moved this to the help category for you
Probably not a lot of people will agree to this but The one block jumps I just hate them…(unless you want it to be hard) I would recommend making it like a 3 block or 2 block jump! [1] Anyways This map looks awesome!
I would need more information;
What is the theme, what is the goal, and what are the obstacles [1]?
From what I can see, here are some suggestions:
You could:
Make it higher, since the sample given seems to only go about an estimated 20 terrain tiles into the air.
Teleporter Mechanics; Use teleporters and zone trickery to make it look like you have to go back, but you got teleported to an identical section, so when they let their guard down it gets a whole lot harder.
Items and upgrades: Maybe you can buy items (Like a pickaxe which can mine through a secret wall so you can collect in-game currency or points to add up at the end, or maybe a special magic key which gives you an extra life) from a merchant. The same merchant could sell upgrades (x2 Speed, level 8 power, point multiplier, teleport bypass, etc.), and maybe merging items via a crafting table would add value. Maybe also add gadgets, so players can knock each other off in “competition.” In this scenario, 1 common + 1 common = 1 uncommon, 1 uncommon + 1 uncommon = 1 rare, etc.
Evil Teleporter Jumps : It LOOKS like an easy jump, but it’s really a trick. Once you enter the zone, it plunges you into a very difficult jump in a different location, throwing you off balance and potentially making you fall or get knocked out.
I don’t plan on stealing ideas, because it’s up there with grand theft auto and [CENSORED] ↩︎
I’m trying to keep all of the terrain the same since the levels will each have a main terrain. Maybe if platformer had good terrains I would change it, but I don’t know.
I think fog would be a great idea (of course, if it’s done properly) so I’ll suggest it to the team.
Larger islands are a great idea. I’ll be sure to implement it.
I think the same way, that’s why I’ve been trying to implement in the map. I think there are a total of 2-3 one block jumps so far, but my team members do want to make the game harder so there may turn out to be more later in the game.
Theme: the shadow (something) is slowly taking over (you dont know at first)
Goal: climb to the top…and discover the lore
Obstacles: well…there are different levels!
As to the other suggestions
that’s only the beginning of the level, I don’t own the map so I couldn’t take more photos
that sounds like a brilliant idea
I’d have to run that through with the team, but I’m not entirely sure that would fit in with how we’re trying to make this map feel. We’re going for a more outside view, so you’re just a spectator watching as the events unfold (kinda like an archeologist discovering ruins). Adding a vendor would make it feel like your gim is part of the story, which it isn’t.
Maybe a shadow tunnel… These would be where “alpha” (the transparency, I know what you’re thinking) is set to transparent, eventually leading to an almost dark portion where you have to jump blind and hope you make it to the other side. This would most likely occur mostly at the very top, though.
The long jump- There is a VERY long jump, and the player thinks it must be a ruse. But there are almost invisible barriers there, and you can make it across if you jump in the right places.
The evil long jump- This long jump is completely a trap. There are no barriers, so while they try to find them, what you REALLY have to do is go backward to find where you have to jump on OTHER invisible barriers to get to a teleporter. Some might also have it go in the same spot as the long jump’s gap, just out of reach from the ground.
Equips Matpathat LORE!!!
Oh, it isn’t your map. Was really hoping to get into lore… anyway- Unequips Matpathat
The 2nd most hated device in Gimkit, mostly because it’s almost useless; The Ball! You have to navigate the ball into a precarious position to get past it, and if not… Bye-bye. I don’t think the ball has been implemented into Platformer though, so…
“Tendril” - This is a very annoying obstacle that appears everywhere once you get near the top. It uses evil teleport mechanics to make you teleport to other Tendrils, most of which are not usually accessible and in precarious positions. You have to find the hole in the defense to get past it, and it makes the game much harder.
Even better, especially if the players have already done some long jumps.
Yeah, I don’t think the ball is in Platformer yet either.
The Tendril sounds like a cool idea. So…like the Tendril would teleport you to like underneath a platform or something? (Just trying to make sure I understand it….
Ah…the lore…
So, you’re climbing the mountain… you think it’s just like any normal Don’t Look Down…but as you advance through the levels you notice that the world seems to be getting slightly darker and more grim (accomplished by slowly tinting the props black and changing the background barrier darker each level). You begin to stumble upon evidences of beings residing on the mountain before, but their civilization is gone, with only a few remains. As you climb higher, the darkness is encroaching more upon the land and you notice the remnants of a great battalion of warriors who tried to fight this evil. You cannot find what remains of them and where they went, but they clearly did not defeat the evil. As you ascend into space, you learn of other beings that existed alongside the gims in that world.
And if you do it right, you can get a good ending. But I don’t really want players learning the full lore in the game, it’s better if you don’t know what happened.
[1]
For the tendril, I was going to say that it teleported them to other tendrils lower down, or tendrils that just aren’t normally there, but that’s a good idea too! Maybe it just teleports them back a bit- it’s ultimately your choice.
And now with the magnificent and glorious lore;
The Double Evil Teleporter - This one works like “Evil Teleporter Jumps,” but you are teleported into another one directly after that!
Membranes - These are gray barriers that the player cannot pass, though they can see to the other side. If they touch it, they get stuck and need to “unstick” themselves for three seconds [2]. By using other materials (Maybe rocks, the aforementioned pickaxe, or just hitting it in the weak spots, you can tear the Membrane partially down and carry on.
Phantoms - You cannot see these, but they might be inferred or mentioned in lore? If not, then they might have a warning in the form of a notification. These are “flying” creatures, aka zones randomly generated within another zone, which swoop down on you and blind you [3] for 1-3 seconds, depending on how high up you are
The Void - This is basically a jump that SEEMS very simple. It then plunges you (Evil Teleporter Jumps) into a difficult jump, which lands you into almost complete darkness where yu have to complete a long jump. This is truly maniacal, but some things must be done…
The Fake Bridge - This works like the bridge at the beginning, but long jump style. There is a very subtle change in color, and the slightly darker ones “break” underneath you (no player interaction). You have to choose the right boards, squid games style. Also, these are randomly generated, giving the player a new chance/challenge every time.
Inverted - In this one, your viewpoint is covered with a white, 75% Alpha [1] barrier, and you have to jump down to jump up. It uses teleporter mechanics to make it seem like you’re going to fall, but you actually teleport up.